GGXRD-R2/Axl Low/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Axl Low x1.06 1 4F [100] Medium 16F (1~8F invuln) 32 25F 21F


Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 28 10 7 Mid 2 S 264 7 6 19 -11
5K 16 6 7 Mid 1 S 264 6 3 12 -3
c.S 28 14 6 Mid 3 SJ 384 7 6 10 +1
f.S 33 -7/+10 Mid 2 S 264 9 3 22 -11
5H 42 20 6 Mid 4 S 384 16 4 17 -2
5D 25 14 20 Initial: 80% High 3 384 26 6 15 -4 17-25 Foot
6P 32 10 7 Mid 2 SJ 264 9 3 16 -5 1-11 Upper Body
6K 22,18 14, 10 4, 6 Mid,Mid 3,2 SJ 384,264 11 5(2)8 15 -5
6H 46 20 6 Initial: 80% High / Air 4 384 23 9 9 +1 11-31 Airborne
2P 24 10 7 Low 2 S 264 12 6 18 -10
2K 9 3 8 Initial: 70% Low 0 S 144 7 5 6 -1 3-15 Low Profile
2S 22,18 10, 6 4, 6 Mid 2,1 SJ 528,264 8 9,6 15 -5
2H 22,18 10, 14 7, 4 Initial: 90%, 100% Low,Mid 2,3 S 264,384 13 8,6 19 -8
2D 30 10 7 Low 2 S 264 8 10 12 -8
3P 24 10 7 Low 2 S 264 11 4 8 +2
j.P 10 3 8 High / Air 0 CS 144 7 4 9
j.K 18 10 7 High / Air 2 SJ 264 8 8 12
j.S 16,12 10×2 4, 6 High / Air, All 2 S 264×2 11 8,8 9
j.H 38 10 7 High / Air 2 S 264 10 12 9
j.D 40 10 7 High / Air 2 S 264 10 2 22 + 5 Landing Recovery
j.6P 24 10 7 Mid 2 S 264 7 6 14
j.6K 24, 18 10×2 7, 6 High / Air 2 S 264 9 6,3 12
j.2S 16 10 4 High / Air 2 S 264 13 14 9


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,50 NA 6, 0 Forced: 50% Ground Throw: 78750 0 480 1 +71
Air Throw Air Throw 0,60 NA 6, 0 Forced: 65% Air Throw: 192500 0 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 9 2 17 -5 1-20F Full
21-24F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1-Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1-50: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
[4]6S Sickle Flash 20×3 10 9 Initial: 80% Mid 4 250 / 120×3 13 12(3 Hit) 37 -13
[4]6S > 8 Melody Chain 35 20 6 Mid 4 0 / 120 1 12 35 -13
[4]6S > 2 Spinning Chain Strike 26×5 10 7 Low 2 0 / 240×5 7 [2(5)]×4,2 17 -5
623S Artemis Hunter 46 10 7 Initial: 90% All 2 200 / 480 9 6 35 -27 1-11 Full
623K Thunder Shadow Chain 45 20 6 High / Air 4 200 / 480 28 4 13+3 After Landing +1 4-Airborne
41236H Spindle Spinner 0,80 NA 0, 16 Forced: 70% Ground Throw 0,4 300 / 0,480 27 20 38 +34
214P P Heaven Can Wait (Mid) 0,80 NA 0, 20 Forced: 70% 0,4 120 / 0,720 Total 34 +60 4-19 Mid and High Guard Point
214K K Heaven Can Wait (Low) 0,80 NA 0, 20 Forced: 70% 0,4 112 / 0,720 Total 29 +60 4-19 Low Guard Point
j.623H Axl Bomber 50 20 7 All 4 200 / 480 9 4 10 After Landing
214H Sparrowhawk Stance 150 / 0 Maximum 188
214H > P High 40 10 7 Forced: 80% All 2 50 / 240 23+4 16 27
214H > K Mid 32 10 7 Forced: 80% All 2 50 / 240 23+5 19 26 -21
214H > S Low 24 10 7 Forced: 80% [Forced: 70%] All 2 50 / 240 23+8 21 16 -16
214H > H Cancel Total 28


Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
2363214H Sickle Storm 50×2,30×5
[62×2, 37×5]
20×2, 10×5 -6×7 Mid 4 -5000 / 0 14+1 4,4(22)2×6 36 -4 1-16 Full
17-18 Throw
214214S Shark Strike 20,42 20 6 Forced: 85% Mid,All 4 -5000 / 0 3+2 11(8)2 6 +11


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Amphora Conflagration DESTROY 14 6 All 3 9+15
[5+12]
5 32 -20 9-28 Full
[5-21] Full


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 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 5D, 2D Sp
2K - - c.S, f.S, 2S - 5D, 2D Sp
6K - - c.S, 2S 6H - Jump, Sp
c.S 5P, 2P, 6P, 3P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H 5D Sp
2S - - - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D Sp
6H - - - - - -
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P, j.6P j.K j.S j.H j.D 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
j.6P - j.6K j.S - - Sp
j.6K j.P, j.6P - j.S j.H j.D Sp
j.2S j.P, j.6P - - j.H - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • 6K > c.S only works after 6K's second hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Axl Low/Data.