GGML/Axl/Frame Data: Difference between revisions

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==Normals==
==Normals==
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|fields=input,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes
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Revision as of 22:53, 3 December 2021

Normals

input damage guard startup active recovery onBlock onHit invuln notes
5P 7 All 5 10 15 -15 -5 none fully extended on frame 10
5K 14 Overhead 12 16 9 -3 +3 none
c.S 13 All 8 11 11 -2 -2 none
f.S 15 All 12 8 20 -8 -8 none
5H 17 All 6 12 10 +8 +12 none Hits in front of axl on frame 12
6P 11 All 7 17 11 -19 -18 none
4H or 6H 9x2 Overhead 7 33 7 -13 -8 none hits in front of Axl on frame 16
2P 7 Low 5 11 13 -16 -5 none Fully extends on frame 6
2K 9 Mid 9 13 14 -13 none
2S 14 Low 4 4(4)4(4)4 13 KD none Consists of 3 hitboxes, each seperated by a 4 frame gap
2H 12x3 Low 12 8(3)8 31 Strike 19~22, 31~34
j.P 5 Overhead 8 8 4 Full 5~7
j.K 9 Overhead 7 10 8 none
j.S 15 Overhead 6 3 13 none
j.H 22 Overhead 5 24 1 none The active frames are so long that under most circumstances you land before a recovery animation can play through

Specials

input name damage guard startup active recovery onBlock onHit invuln notes
[4]6S Rensen Geki 14 All 16 13 42 KD Strike 63~70
[4]6S > 8H Kyokusa Geki 5x2 Mid 6 26 31 Strike 6~14; 51~63
623S Benten Gari 18 Mid 8 19 18 Upper Body 8~11; Strike 40~45
214P Tenhou Seki All 5 33 16 KD Anji 6P shaped 5~38
41236K Raiei Sageki 28 Overhead 63 15 47 KD Gone 20~62; Strike 103~114
214K Dototsu 14 All 16 8 5 Strike 1~3,6~15,24~28

Misc

input name damage guard startup active recovery onBlock onHit invuln notes
63214K Yousou Renjin ~50? Low,All 1 Until Reaches Wall/Enemy N/A KD none Damage is kind of just a rough approximation since it fails to combo at 2 points
23632H Byakue Renshou 50,7x2 All 6 20(21)50 3 KD Strike 1; All-But-Foot 2~9; Strike 10~14; All-But-Foot 15~36; Strike 37~43
S+H Dust 18 All 3 8(19)9(12)6 9 none
6H or 4H Throw 20 Throw 1 N/A N/A N/A KD N/A
6[6] Dash Attack 13 All 22 until contact 10 KD
P+K > 236X Purgatory: 1000 Cuts FATAL All 18 3 9 N/A N/A Above Ankles 1~29

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