GGACR/Axl Low/Frame Data

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 Axl Low

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Error: No field named "backdash" found for any of the specified database tables.

Normal Moves

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

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 24, 16 6×2 5×2 Mid 2 SR 5.28, 2.64 9 [13] 5(2)6 10 -1 11 12 16, 21 12
5[P] 24 6 5 Mid 2 SR 5.28 9 5 18 -11 11 12 16 12
5K 16 6 7 Mid 2 SR 2.64 6 3 8 +1 11 12 12 12
c.S 28 14 6 Mid 4 SJR 3.84 8 6 10 +1 16 17 16 14
f.S 33 10 7 Mid 3 SR 2.64 9 5 19 -10 13 14 14 13
5H 42 20 6 Mid 5 SR 3.84 16 4 17 -2 18 19 18 15
5D 20 11 20 High 4 R 3.84 28 6 15 -4 17~27F Foot 16 Launch 48 16 14
6P 32 10 7 90% Mid 3 SJR 2.64 9 2 17 -5 1~10F Upper Body 13 14 14 13
3P 24, 11 5, 6 7×2 Low, Mid 2 SR 2.64×2 11 4(2)3 7 +2 11 12 12 12
3[P] 24 5 7 Low 2 SR 2.64 11 4 12 -4 11 12 12 12
6K 28, 22 14, 10 4, 5 Mid 4, 3 SJR 3.84×2 13 [17] 5(2)8 19 -9 16, 13 17, 14 16, 14 14, 13
6[K] 28 14 4 Mid 4 SJR 3.84 13 5 29 -17 16 17 16 14
6H 46 15 6 90% High/Air 5 R 3.84 23 9 9 after landing +1 18 19 24 15
2P 22, 18 5, 6 4×2 Low, Mid 2 SR 5.28, 2.64 12 [16] 5(2)8 10 -4 11 12 12 12
2[P] 22 5 4 Low 2 SR 5.28 12 5 20 -13 11 12 12 12
2K 9 3 8 70% Low 1 SR 1.44 7 5 6 -1 3~15F Low Profile 9 10 10 11
2S 28, 22 10, 6 5, 8 Mid 3, 2 SJR 5.28, 2.64 8 [17] 9,6 12 -2 13, 11 14, 12 14, 20 13, 12
2[S] 28 10 5 Mid 3 SJR 5.28 8 15 12 -13 13 14 14 13
2H 30, 20 11×2 4, 6 Low 4 RF 3.84×2 11 [17] 8,6 16 -5 16 Stagger 45, Stagger 35 16 14
2[H] 30 11 4 Low 4 R 3.84 11 14 16 -13 16 Stagger 45 16 14
2D 30 8 7 Low 3 SR 2.64 9 10 12 -8 13 Down 14 14
j.P 10 3 8 High/Air 1 SR 1.44 7 4 9 9 10 10 11
j.6P 17, 11 8×2 4, 10 High/Air 3 SR 2.64×2 7 [12] 6(2)3 14 13 14 14 13
j.6[P] 17 6 4 High/Air 3 SR 2.64 7 6 19 13 14 14 13
j.K 18 8 7 High/Air 3 SJR 2.64 8 8 12 13 14 20 13
j.S 23, 16 8, 10 4, 8 High/Air, All 3 SR 2.64×2 11 [15] 5(2)9 9 13 14 14 13
j.[S] 23 8 4 High/Air 3 SR 2.64 11 5 20 13 14 14 13
j.H 38 8 7 High/Air 3 SR 2.64 10 12 9 13 14 14 13
j.D 44 8 7 High/Air 3 SR 2.64 10 6 18+5 after landing 13 Launch 20 13

Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 50 6 Forced 50% 45 pixels 4.00 Down + GBounce
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 17 4 8 +2 1~20F All
21~24F Throw
25~28F Upper Body
13 Launch 28 + WBounce 14 + WBounce 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
623S S Benten Gari 46 14 19 90% Mid 4 RF 1.50/4.80 4 4 31 -18 1~4F Above Feet
1~6F Throw
16 Launch 28 16 14
623H H Benten Gari 36, 24 20×2 6×2 Mid 5 R 1.75/4.80×2 9 4(4)1(2)1 33 -18 1~8F Lower Body
9~10F Front Leg
1~10F Throw
18 Launch 30 15
623H > 623H Followup Axl Bomber 30 6 Mid 5 R 1.00/2.40 14 4 45+10 after landing 18 Launch 60 15
j.63214S Kokuu Geki 40 20 10 Mid 5 F 2.00/1.20 7 19 Until Landing+12 18 Launch 40 15
[4]6S Rensen Geki 20×3 6×3 8×3 Mid 5 F 2.50/1.20×3 12 1×12 39 -15 18 Launch 36 15
[4]6S > 8 Kyokusa Geki 35 20 6 Mid 5 -/1.20 1 12 40 -18 18 Launch 41 15
[4]6S > 2 Sensa Geki 26×5 8×5 7×5 Low 3 R -/2.40×5 7 {2(5)}×4,2 17 -5 13 Launch 34 6
[4]6H Rashou Sen 1, 80 6×2 Unblockable 5 3.00/1.20×2 27 28 34 18 Launch Down 15
[4]6H > P Rashou Sen Feint Total 12
214P P Tenhou Seki 60 12, 6 Forced 65% 5 -/0.90 Total 31 4~17F Catch High Launch Down 15
214K K Tenhou Seki 60 12, 6 Forced 65% 5 -/0.90 Total 31 4~17F Catch Low Launch Down 15
623P Hachisubako 40 10 12 90% Mid 3 R -/7.20 20 3 22 -11 1~13F High Guardpoint 13 Launch 25 13
63214S S Raiei Sageki 45 15 6 90% High/Air 5 RF 2.00/4.80 28 4 13+6 after landing -4 18 Launch 58 + Slide 45 15
63214H H Raiei Sageki 20×3 8×3 7×3 High/Air 3 R 1.00/1.20×3 See notes Until landing 43 Recovery: 1~15F All
Recovery: 16~23F Low Profile
13 Launch 35 6
j.623H Axl Bomber 60 20 20 Forced 90% All 5 RF 2.00/4.80 17 Until Landing 18 after landing 0 18 Launch 40 + GBounce 15

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
623P > 421D Shiranami no Homura 18×2, 50 10×3 10×2, 6 Mid×2, All 3×2, 4 R 7+0 9,9(13)4 37 -49 1~6F Strike 13×2, 14 Launch 60×2, 45 13, 6, 14
j.623D FB Axl Bomber 60 20 9 All 5 R 9 4 24 1~5F All
6~20F Throw
18 Launch 58 15
[4]6D FB Kyokusa Geki 52 20 6 80% Mid 5 -/0.24 8 12 30 -8 18 Launch 27 15

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
2363214H Byakue Renshou 50×2, 20×5 20×2, 10×5 6×7 Mid 5 R 14+1 4,4(19)13 41 -14 1~16F All
17~18F Throw
18 Launch 60 7×2, 15×5

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Rensen Ougi: Midare Gami Fatal 20 All 5 13+15 37 3 -6 13~18F Strike 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Axl 5P.pngGuardMidStartup9 [13]Recovery10Advantage-1 - 6K 2S - - Special, Super
2PGGAC Axl 2P.pngGuardLow, MidStartup12 [16]Recovery10Advantage-4 - - f.S 6H - Special, Super
6PGGAC Axl 6P.pngGuardMidStartup9Recovery17Advantage-5 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
3PGGAC Axl 3P.pngGuardLow, MidStartup11Recovery7Advantage+2 - - f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGAC Axl 5K.pngGuardMidStartup6Recovery8Advantage+1 5P, 2P, 6P, 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
2KGGAC Axl 2K.pngGuardLowStartup7Recovery6Advantage-1 - - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC Axl 6K.pngGuardMidStartup13 [17]Recovery19Advantage-9 - - 2S 6H - Jump, Special, Super
c.SGGAC Axl cS.pngGuardMidStartup8Recovery10Advantage+1 5P, 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Axl fS.pngGuardMidStartup9Recovery19Advantage-10 - - - 5H 5D Special, Super
2SGGAC Axl 2S.pngGuardMidStartup8 [17]Recovery12Advantage-2 - 6K - - - Jump, Special, Super
5HGGAC Axl 5H.pngGuardMidStartup16Recovery17Advantage-2 - - - 6H 5D, 2D Special, Super
2HGGAC Axl 2H.pngGuardLowStartup11 [17]Recovery16Advantage-5 - - - 6H 5D, 2D -
6HGGAC Axl 6H.pngGuardHigh/AirStartup23Recovery9 after landingAdvantage+1 - - - - - -
5DGGAC Axl 5D.pngGuardHighStartup28Recovery15Advantage-4 - - - - - Homing Jump
2DGGAC Axl 2D.pngGuardLowStartup9Recovery12Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Axl jP.pngGuardHigh/AirStartup7Recovery9Advantage- j.P, j.6P j.K j.S j.H j.D Special, Super
j.6PGGAC Axl j6P.pngGuardHigh/AirStartup7 [12]Recovery14Advantage- - - - - - Special, Super
j.KGGAC Axl jK.pngGuardHigh/AirStartup8Recovery12Advantage- j.P, j.6P - j.S - j.D Jump, Special, Super
j.SGGAC Axl jS.pngGuardHigh/Air, AllStartup11 [15]Recovery9Advantage- j.P, j.6P - - j.H - Special, Super
j.HGGAC Axl jH.pngGuardHigh/AirStartup10Recovery9Advantage- - - - - j.D Special, Super
j.DGGAC Axl jD.pngGuardHigh/AirStartup10Recovery18+5 after landingAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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