GGXRD-R2/Axl Low/Frame Data

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System Data

Defense:x1.06
Guts:1
Weight:[100] Medium
Stun Resistance:60
Prejump:4F
Backdash:16F (1~8F invuln)
Wakeup Time:25F (Face Up) / 21F (Face Down)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P 28 Mid 7 6 19 -11 - -7/+10 - S YRP 264 2 Click!
5K 16 Mid 6 3 12 -3 - -7/+6 - S YRP 264 1 Click!
c.S 28 Mid 7 6 10 +1 - -6/+14 - SJ YRP 384 3 Click!
f.S 33 Mid 9 3 22 -11 - -7/+10 - S YRP 264 2 Click!
5H 42 Mid 16 4 17 -2 - -6/+20 - S YRP 384 4 Click!
5D 25 High 26 6 15 -4 17-25 Foot -20/+14 Initial: 80% - YRP 384 3 Click!
6P 32 Mid 9 3 16 -5 1-11 Upper Body -7/+10 - SJ YRP 264 2 Click!
6K 22,18 Mid,Mid 11 5(2)8 15 -5 - -4,-6/+14,+10 - SJ YRP 384,264 3,2 Click!
  • 2nd hit pulls in
6H 46 High / Air 23 9 9 +1 11-31 Airborne -6/+20 Initial: 80% - YRP 384 4 Click!
2P 24 Low 12 6 18 -10 - -7/+10 - S YRP 264 2 Click!
2K 9 Low 7 5 6 -1 3-15 Low Profile -8/+3 Initial: 70% S YRP 144 0 Click!
2S 22,18 Mid 8 9,6 15 -5 - -4,-6/+10,+6 - SJ YRP 528,264 2,1 Click!
  • 2nd hit pulls in
2H 22,18 Low,Mid 13 8,6 19 -8 - -7,-4/+10, +14 Initial: 90%, 100% S YRP 264,384 2,3 Click!
  • 2nd hit pulls in
2D 30 Low 8 10 12 -8 - -7/+10 - S YRP 264 2 Click!
3P 24 Low 11 4 8 +2 - -7/+10 - S YRP 264 2 Click!
j.P 10 High / Air 7 4 9 - - -8/+3 - CS YRP 144 0 Click!
j.K 18 High / Air 8 8 12 - - -7/+10 - SJ YRP 264 2 Click!
j.S 16,12 High / Air, All 11 8,8 9 - - -4,-6/+10 - S YRP 264×2 2 Click!
  • 2nd hit pulls in
j.H 38 High / Air 10 12 9 - - -7/+10 - S YRP 264 2 Click!
j.D 40 High / Air 10 2 22 + 5 Landing Recovery - - -7/+10 - S YRP 264 2 Click!
j.6P 24 Mid 7 6 14 - - -7/+10 - S YRP 264 2 Click!
j.6K 24, 18 High / Air 9 6,3 12 - - -7,-6/+10 - S YRP 264 2 Click!
  • 2nd hit pulls in
j.2S 16 High / Air 13 14 9 - - -4/+10 - S YRP 264 2 Click!

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw 0,50 Ground Throw: 78750 1 - - +71 - -6,-0/NA Forced: 50% - R 480 0 Click!
  • Frame advantage listed is on successful throw
  • Stun value: 25
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 480 0 Click!
  • Stun value: 30
Dead Angle Attack 25 All 9 2 17 -5 1-20F Full
21-24F Throw
-7/+10 Initial: 50% - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1-Button release: Blitz - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 Mid 50+13 3 20 +5 1-50: Blitz - - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Sickle Flash
[4]6S
20×3 Mid 13 12(3 Hit) 37 -13 - -9/+10 Initial: 80% - YRP 250 / 120×3 4 Click!
  • 30F charge time
  • Can cancel into followups 36~41F
Melody Chain
Sickle Flash > 8 or 9
35 Mid 1 12 35 -13 - -6/+20 - - RP 0 / 120 4 Click!
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 Low 7 [2(5)]×4,2 17 -5 - -7/+10 - - RP 0 / 240×5 2 Click!
Artemis Hunter
623S
46 All 9 6 35 -27 1-11 Full -7/+10 Initial: 90% - R 200 / 480 2 Click!
Thunder Shadow Chain
623K
45 High / Air 28 4 13+3 After Landing +1 4-Airborne -6/+20 - - YRP 200 / 480 4 Click!
Spindle Spinner
41236H
0,80 Ground Throw 27 20 38 +34 - -0,-16/NA Forced: 70% - YRP 300 / 0,480 0,4 Click!
Heaven Can Wait (Mid)
214P
0,80 - - - Total 34 +60 4-19 Mid and High Guard Point -0,-20/NA Forced: 70% - RP 120 / 0,720 0,4 Click!
  • Damage and Frame Advantage listed is on successful catch
Heaven Can Wait (Low)
214K
0,80 - - - Total 29 +60 4-19 Low Guard Point -0,-20/NA Forced: 70% - RP 112 / 0,720 0,4 Click!
  • Damage and Frame Advantage listed is on successful catch
Axl Bomber
j.623H
50 All 9 4 10 After Landing - - -7/+20 - - YRP 200 / 480 4 Click!
Sparrowhawk Stance
214H
- - - - Maximum 188 - - - - - YRP 150 / 0 - Click!
  • Followup moves are possible at 23F and become unblockable at 150F
→High
Sparrowhawk Stance > P
40 All 23+4 16 27 - - -7/+10 Forced: 80% - YRP 50 / 240 2 -
  • Cancelable to other attack follow-ups on hit
→Mid
Sparrowhawk Stance > K
32 All 23+5 19 26 -21 - -7/+10 Forced: 80% - YRP 50 / 240 2 -
  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
→Low
Sparrowhawk Stance > S
24 All 23+8 21 16 -16 - -7/+10 Forced: 80% [70%] - YRP 50 / 240 2 -
  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
  • Values in [ ] are when Low is used first after entering Sparrowhawk Stance
Cancel
Sparrowhawk Stance > H
- - - - Total 28 - - - - - YRP - - Click!

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Sickle Storm
2363214H
[2363214D]
50×2,30×5
[62×2, 37×5]
Mid 14+1 4,4(22)2x6 36 -4 1-16 Full
17-18 Throw
-6/+20x2,+10xN - - YRP -5000 / 0 4 Click!
  • Values in [ ] are for Burst version
Shark Strike
214214S
20,42 Mid,All 3+2 11(8)2 6 +11 - -6/+20 Forced: 85% - YRP -5000 / 0 4 Click!
  • 2nd hit pulls in
  • 2nd hit staggers for 69F max, frame adv between +62F~+27F

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Amphora Conflagration
During IK Mode: 236236H
DESTROY All 9+15
[5+12]
5 32 -20 9-28 Full
[5-21] Full
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 90F [5F+5F]

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.