GGST/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 The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
startup Number of frames for this move to reach its 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 the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

onHit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

riscGain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln Attribute and hitbox invincibility for this move.
prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Axl Low 1.07 1 4 Normal 20/1~5 strike invuln/1~15 airborne 1.1248 4
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
42 409.5 49 567.6 4 4 25/19 12 18 6 2 4

Normal Moves

  • Data in [] refers to max range

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
5P 40 [52] All 7 6 19 -11 -8 2 [3] Small 80% 1500 1500
5K 30 All 6 3 11 -2 +1 1 Small 90% 1000 1000
c.S 40 All 8 6 12 -1 +2 3 Mid 100% 2000 1000
f.S 34 All 10 3 19 -8 -5 2 Mid 90% 1500 1000
5H 48 All 16 4 19 -4 -1 4 Large 100% 1500 1000
2P 30 [39] Low 10 4 21 -13 -10 1 Small 80% 750 1500
2K 26 Low 5 5 11 -4 +1 1 Small 70% 750 1000
2S 35 [45] All 9 10 23 -16 -13 3 [4] Mid 80% 2000 1000
2H 45 [58] Low 11 9 26 -18 -15 3 [4] Large 90% 1500 1000
j.P 32 [41] High 9 4 23 1 [2] Small 80% 750 1000
j.K 28 High 8 3 16 1 Small 80% 750 1000
j.S 32 [41] High 14 4 18 2 [3] Mid 80% 1500 1000
j.H 40 [52] High 12 6 25 2 [3] Mid 80% 1125 1000
j.D 44 High 10 3 22 3 Mid 80% 1500 1000
6P 30 All 12 5 18 -13 +2 2 Mid 1~4F Upper Body
5~12F Above Knees
90% 1500 1000
6K 40 [52] All 11 5 25 -13 -10 3 [4] Mid 90% 1500 1000
6H 54 High 27 9 13 -3 0 4 Large 80% 1875 1000
2D 34 Low 10 6 17 -9 HKD 2 Large 90% 1125 1000
5D 45 High 20 6 23 -15 0 2 Mid 80% 1125 3000
5[D] 56 High 28 6 23 -10 KD 4 Mid 100% 1875 1500


Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
[4]6S Sickle Flash 15×3 All 24 15 29 -19~-9 KD 3 Very Small 80% 200 1000
[4]6S 8 Soaring Chain Strike 30 All 8 16 34 -11 HKD 3 Mid 80% 500 1000
[4]6S 2 Spinning Chain Strike 15×5 Low 7 36 [79] 19 -6 HKD 2 Mid 90% 225×5 1000
[4]6S S Winter Cherry 40 [60] All 18 [22] 10 24 -3 [+10] KD 3 [4] Very Small 80% 500 1000
41236H Winter Mantis 61 [62] Ground Throw 28 20 34 HKD 50% 2500
214S Rainwater 40 All 24 3 21 +3 KD 3 Mid 90% 2500 2000
214H Snail 45 All 14 12 29 -24 KD 3 Mid 100% 2000 1000
j.214H Air Snail 45 All 14 9 Until L+10 -19 KD 3 Mid 100% 2000 1000
j.236H Axl Bomber 80 All 9 10 Until L+7 -22 HKD 4 Large 100% 2500 1000

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
236236H Sickle Storm 50×2, 20×3 All 11+1 4, 4(24)13 26 -2 HKD 4 Mid 1~15F All 100% 800×2, 200 1000, 1000
632146P One Vision 5+30
632146P Attack One Vision All 8+0 1 0 100% 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Ground Throw 80 Ground Throw 2 3 38 HKD +41 50% 2500
Air Throw 80 Air Throw 2 3 Until L+10 HKD 50% 2500
Dash Cancel Total 26


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6P 6K - 6H - Special, Super
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
6P 6K - 6H - Special, Super
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
- - - - - Special, Super
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Axl Low 2K.pngGuard:
Low
Startup:
5
Recovery:
11
Advantage:
-4
6P 6K - 6H 5D, 2D Special, Super
6KGGST Axl Low 6K.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-13
- - - - - Special, Super
c.SGGST Axl Low c.S.pngGuard:
All
Startup:
8
Recovery:
12
Advantage:
-1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
- - - 5H, 2H - Special, Super
2SGGST Axl Low 2S.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-16
- - - 5H, 2H - Special, Super
5HGGST Axl Low 5H.pngGuard:
All
Startup:
16
Recovery:
19
Advantage:
-4
- - - - - Special, Super
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
- - - - - Special, Super
6HGGST Axl Low 6H.pngGuard:
High
Startup:
27
Recovery:
13
Advantage:
-3
- - - - - -
5DGGST Axl Low 5D.pngGuard:
High
Startup:
20
Recovery:
23
Advantage:
-15
- - - - - -
2DGGST Axl Low 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Axl Low j.P.pngGuard:
High
Startup:
9
Recovery:
23
Advantage:
-
- - - - - Special, Super
j.KGGST Axl Low j.K.pngGuard:
High
Startup:
8
Recovery:
16
Advantage:
-
- - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-
- - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Axl Low j.H.pngGuard:
High
Startup:
12
Recovery:
25
Advantage:
-
- - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Axl Low j.D.pngGuard:
High
Startup:
10
Recovery:
22
Advantage:
-
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Navigation

Axl Low


Ambox notice.png To edit frame data, edit values in GGST/Axl Low/Data.