GGACR/Axl Low/Frame Data

From Dustloop Wiki
< GGACR‎ | Axl Low
Revision as of 21:38, 4 April 2021 by Shtkn (talk | contribs)

System Data


Normal Moves

Note: Startup value in [ ] indicates Startup of the weapon's max range.

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Axl 5P.png


  • 2nd hit pulls in opponent on hit (untechable for 21F)
  • 1st hit is untechable for 16F
5[P]GGAC Axl 5P.png


  • Untechable for 16F
  • Axl is in CH state during entire move
5KGGAC Axl 5K.png


c.SGGAC Axl cS.png


  • Upward hitbox startup is 10F
f.SGGAC Axl fS.png


  • Staggers opponent on ground CH (Max 39F)
5HGGAC Axl 5H.png


  • Groundbounces opponent on CH (untechable for 28F)
  • Knocks down opponent on air hit (untechable for 24F)
6PGGAC Axl 6P.png


  • Knocks down opponent on ground CH
  • Blows back opponent on aerial hit
  • Initial prorate 90%
6KGGAC Axl 6K.png


  • 2nd hit pulls opponent in on hit or block
  • Blows back opponent on aerial CH (untechable for 72F)
6[K]GGAC Axl 6K.png


  • Blows back opponent on aerial CH (untechable for 72F)
6HGGAC Axl 6H.png


  • Initial prorate 90%
  • Axl is airborne 11~31F
  • Untechable for 24F
  • Hits crouching opponents on 27F (tested on Sol)
  • Axl is in crouching state during Recovery (~4F)
5DGGAC Axl 5D.png


2PGGAC Axl 2P.png


  • 2nd hit pulls opponent in on hit or block
2[P]GGAC Axl 2P.png


  • Axl is in CH state until the move ends
2KGGAC Axl 2K.png


  • Initial prorate 70%
2SGGAC Axl 2S.png


  • 2nd hit pulls opponent in on hit (untechable for 20F)
2[S]GGAC Axl 2S.png


  • Untechable for 20F if it hits from 10F Active frames and onwards
2HGGAC Axl 2H.png


  • Staggers opponent on ground hit (max 45F)
  • 2nd hit pulls opponent in on hit or block
  • FRC timing 11~12F
2[H]GGAC Axl 2H.png


  • Axl is in CH state during recovery
3PGGAC Axl 3P.png


  • Knocks down opponent on ground CH
3[P]GGAC Axl 3P.png


  • Knocks down opponent on ground CH
2DGGAC Axl 2D.png


  • Knocks down opponent on ground hit
j.PGGAC Axl jP.png


j.KGGAC Axl jK.png


  • Blows back opponent on air hit (untechable for 20F)
j.SGGAC Axl jS.png


  • 2nd hit pulls in opponent on hit or block
j.[S]GGAC Axl jS.png


  • Axl is in CH state during the move
j.HGGAC Axl jH.png


j.DGGAC Axl jD.png


  • Knocks down opponent on ground hit
  • Blows back opponent on air hit (untechable for 20F)
j.6PFile:GGAC Axl j.6P.png


  • 2nd hit has startup 15F
  • 2nd hit pulls opponent in on hit or block
j.6[P]File:GGAC Axl j.6P.png


Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC Axl throw.png


  • Knocks down opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Axl airThrow.png


  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Axl 6P.png


  • Wallbounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
S Benten GariGGAC Axl BentenGari.png
623S


  • Floats opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 90%
  • FRC timing 7~8F
H Benten GariGGAC Axl BentenGari.png
623H


  • Only Axl's back leg can be hit 9~10F
  • Floats opponent on hit (untechable for 30F)
  • Frame Adv -26 when opponent blocks low
  • Can cancel into ""Followup Axl Bomber"" 32F onwards
Followup Axl BomberGGAC Axl AxlBomberUp.png
623H > 623H


  • Axl is airborne 4F onwards
  • Floats opponent on hit (untechable for 60F)
  • Axl is in CH state while falling
  • Can cancel into ""Kokuu Geki"" on hit 14~25F
Rensen GekiGGAC Axl Rensen.png
[4]6S


  • Floats opponent on hit (untechable for 36F)
  • Axl is in CH state 1~40F
  • Total duration 62F
  • FRC timing 15~16F
  • Can cancel into ""Kyokusa Geki"" or ""Sensa Geki"" from 41F onwards
  • Must charge back for at least 30F to perform Rensen Geki
  • Listed Frame Adv based on opponent blocking Rensen Geki right next to Axl
  • 3 hits max
  • Projectile
  • Disappears if Axl gets hit
Kyokusa GekiGGAC Axl Kyokusa.png
Rensen > 8


  • Floats opponent on hit (untechable for 41F)
  • Projectile
  • Disappears if Axl gets hit
Sensa GekiGGAC Axl Sensa.png
Rensen > 2


  • Knocks down opponent on hit
  • Hitstop 6F
Rashou SenGGAC Axl Rashou.png
[4]6H


  • Knocks down opponent on hit
  • Total duration 88F
  • Axl is in CH state until 79F
  • Dizzy modifier x0
  • Must charge back for at least 30F to perform Rashou Sen
  • Can cancel to Rashou Sen Feint 25~27F
  • Rashou Sen cannot be performed when the opponent is knocked down or in sliding state
Rashou Sen FeintGGAC Axl Rashou.png
Rashou > P


  • Fastest possible Rashou Sen > Feint 36F
P Tenhou SekiGGAC Axl TenhouSekiP.png
214P


  • Knocks down opponent on hit
  • Forced prorate 65%
  • Any non-projectile attack that can be blocked standing can be countered
K Tenhou SekiGGAC Axl TenhouSekiK.png
214K


  • Knocks down opponent on hit
  • Forced prorate 65%
  • Any non-projectile hit that can be blocked crouching can be countered
HachisubakoGGAC Axl Hachisubako.png
623P


  • Initial prorate 90%
  • Opponent is frozen if autoguard is triggered ???
  • Blowbacks opponent on hit
  • Can cancel into ""Shiranami no Homura"" 2~19F
S Raiei SagekiGGAC Axl RaieiSagekiS.png
63214S


  • Axl is airborne 4F onwards
  • Slides opponent on hit (untechable for 58F, slides for 45F)
  • Initial prorate 90%
  • FRC timing 26~28F
H Raiei SagekiGGAC Axl RaieiSagekiH.png
63214H


  • During Recovery: fully invincible 1~15F, low profile 16~23F
  • Axl is airborne 7F onwards
  • Floats opponent on hit (Untechable for 35F)
  • Hitstop 6F
  • Holding H delays startup (max delayed Startup: 106F)
  • Fastest startup to hit standing opponent is 50F (tested on Sol)
  • Max 3 hits
Axl BomberGGAC Axl AxlBomberDown.png
j.623H


  • Groundbounces opponent on hit (untechable for 50F)
  • Forced prorate 90%
  • FRC timing during landing 1~4F
Kokuu GekiGGAC Axl KokuuGeki.png
j.63214S


  • Floats opponent on hit (untechable for 40F)
  • FRC timing 34~36F
  • Has minimum height requirement

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Shiranami no HomuraGGAC Axl Shiranami.png
Hachisubako > 421D


  • Knocks down opponent on hit (untechable for 45F)
  • 2nd hit has hitstop 6F
  • Attack continues even during hitstop
  • 3rd hit can be air blocked
FB Axl BomberGGAC Axl AxlBomberUp.png
j.623D


  • Floats opponent on hit (untechable for 58F)
  • Axl can move in air after Axl Bomber ends
FB Kyokusa GekiGGAC Axl Kyokusa.png
[4]6D


  • Floats opponent on hit (Untechable for 27F)
  • Disappears if Axl is hit

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Byakue RenshouGGAC Axl Byakue.png
2363214H


  • Knocks down opponent on hit
  • Axl is in CH state during recovery
  • Spinning part: hitstop 7F, chip damage x2
  • Straight line part: projectile; disappears if Axl gets hit

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Rensen Ougi: Midare GamiGGAC Axl IK.png
During IK Mode: 236236H


  • IK Mode activation: 90F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - 6K 2S - - Sp
2P - - f.S 6H - Sp
6P 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
3P - - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 5P, 2P, 6P, 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - 2S 6H - Jump, Sp
c.S 5P, 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H 5D Sp
2S - 6K - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D, 2D -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.6P j.K j.S j.H j.D Sp
j.6P - - - - - Sp
j.K j.P, j.6P - j.S - j.D Jump, Sp
j.S j.P, j.6P - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGACR/Axl Low/Data.