GGST/Axl Low/Frame Data

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< GGST‎ | Axl Low
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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

name icon defense guts prejump weight backdash forwarddash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
Axl Low
GGST_Axl_Low_Icon.png
1.07 1 4 Normal 20/1~5 strike invuln/1~15 airborne 1.1248 42 40.95 49 4 4 25/19 12 18 6

Normal Moves

  • Data in [] refers to max range

input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
5P 40 [52] All 7 6 19 -11 -8 1500 1500 2 [3] Small 80%
5K 30 All 6 3 11 -2 +1 1000 1000 1 Small 90%
c.S 40 All 8 6 15 -4 -1 2000 1000 3 Mid 100%
f.S 34 All 10 3 25 -14 -11 1500 1000 2 Mid 90%
5H 48 All 16 4 19 -4 -1 1500 1000 4 Large 100%
2P 30 [39] Low 10 4 21 -13 -10 750 1500 1 Small 80%
2K 26 Low 5 5 11 -4 +1 750 1000 1 Small 70%
2S 35 [45] All 9 10 23 -16 -13 2000 1000 3 [4] Mid 80%
2H 45 [58] Low 11 9 26 -18 -15 1500 1000 3 [4] Large 90%
j.P 32 [41] High 9 4 23 750 1000 1 [2] Small 80%
j.K 28 High 8 3 16 750 1000 1 Small 80%
j.S 32 [41] High 14 4 18 1500 1000 2 [3] Mid 80%
j.H 40 [52] High 12 6 25 1125 1000 2 [3] Mid 80%
j.D 44 High 10 3 22 1500 1000 3 Mid 80%
6P 30 All 12 5 18 -13 +2 1500 1000 2 Mid 1~4F Upper Body
5~12F Above Knees
90%
6K 40 [52] All 11 5 25 -13 -10 1500 1000 3 [4] Mid 90%
6H 54 High 27 9 13 -3 0 1875 1000 4 Large 80%
2D 34 Low 10 6 17 -9 HKD 1125 1000 2 Large 90%
5D 45 High 20 6 23 -15 0 1125 3000 2 Mid 80%
5[D] 56 High 28 6 23 -10 KD 1875 1500 4 Mid -


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
[4]6S Sickle Flash 15×3 All 24 15 29 -19~-9 KD 200 1000 3 Small 80%
[4]6S 8 Soaring Chain Strike 30 All 8 16 34 -11 HKD 500 1000 3 Mid 80%
[4]6S 2 Spinning Chain Strike 15×5 Low 7 36 [79] 19 -6 HKD 225×5 1000 2 Mid 90%
[4]6S S Winter Cherry 40 [60] All 18 [22] 10 24 -3 [+10] KD 500 1000 3 [4] Small 80%
41236H Winter Mantis 61 [62] Ground Throw 28 20 34 HKD 2500 50%
214S Rainwater 40 All 24 3 21 +3 KD 2500 1000 3 Mid 80%
214H Snail 45 All 14 12 29 -24 KD 2000 1000 3 Mid 100%
j.214H Snail 45 All 16 9 Until L+10 -19 KD 2000 1000 3 Mid 100%
j.623H Axl Bomber 80 All 9 10 Until L+7 -22 HKD 2500 1000 4 Large 100%

Supers

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
236236H Sickle Storm 50×2, 20×3 All 11+1 8(24)13 26 -2 HKD 800×2, 200 1000, 1000 Mid 1~15F Strike 100%
632146P One Vision 5+22
632146P Attack One Vision All 8+0 1 0 1000 100%

Other

name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
Ground Throw 80 Ground Throw 2 3 38 HKD +41 2500 50%
Air Throw 80 Air Throw 2 3 Until L+10 HKD 2500 50%


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 - Sp
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
6P 6K - 6H - Sp
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
- - - - - Sp
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
6P 6K - 6H 5D, 2D Jump, Sp
2KGGST Axl Low 2K.pngGuard:
Low
Startup:
5
Recovery:
11
Advantage:
-4
6P 6K - 6H 5D, 2D Sp
6KGGST Axl Low 6K.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-13
- - - - - Sp
c.SGGST Axl Low c.S.pngGuard:
All
Startup:
8
Recovery:
15
Advantage:
-4
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-14
- - - 5H, 2H - Sp
2SGGST Axl Low 2S.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-16
- - - 5H, 2H - Sp
5HGGST Axl Low 5H.pngGuard:
All
Startup:
16
Recovery:
19
Advantage:
-4
- - - - - Sp
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
- - - - - Sp
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
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGST Axl Low j.P.pngGuard:
High
Startup:
9
Recovery:
23
Advantage:
-
- - - - - Sp
j.KGGST Axl Low j.K.pngGuard:
High
Startup:
8
Recovery:
16
Advantage:
-
- - - - j.D Jump, Dash, Sp
j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-
- - - j.H j.D Jump, Dash, Sp
j.HGGST Axl Low j.H.pngGuard:
High
Startup:
12
Recovery:
25
Advantage:
-
- - - - j.D Jump, Dash, Sp
j.DGGST Axl Low j.D.pngGuard:
High
Startup:
10
Recovery:
22
Advantage:
-
- - - - - Jump, Dash, Sp
X = X is available on hit or block
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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