View table: MoveData_GGXRDR2

Table structure:

  1. chara - String
  2. name - String
  3. input - Wikitext string
  4. damage - Wikitext string
  5. guard - Wikitext string
  6. startup - Wikitext string
  7. active - Wikitext string
  8. recovery - Wikitext string
  9. onBlock - Wikitext string
  10. level - Wikitext string
  11. images - List of File, delimiter: ;
  12. caption - List of Wikitext string, delimiter: \
  13. hitboxes - List of File, delimiter: ;
  14. hitboxCaption - List of Wikitext string, delimiter: \
  15. notes - List of String, delimiter: ;
  16. type - Wikitext string
  17. riscp - Wikitext string
  18. riscm - Wikitext string
  19. prorate - Wikitext string
  20. cancel - Wikitext string
  21. roman - Wikitext string
  22. tension - Wikitext string
  23. invuln - Wikitext string

This table has 1,273 rows altogether.

Recreate data.

Page chara name input damage guard startup active recovery onBlock level images caption hitboxes hitboxCaption notes type riscp riscm prorate cancel roman tension invuln
GGXRD-R2/Answer/Data (edit) Answer

2D

28

Low

9

6

15

-7

2

GGXRD_Answer_2D.png

Don't expect this move to be your can opener like Chipp's.

GGXRD_Answer_2D_hitbox.png

normal

10

7

264

GGXRD-R2/Answer/Data (edit) Answer

2H

34

Mid

11

6

21

-8

4

GGXRD_Answer_2H.png

GGXRD_Answer_2H_hitbox1.png
GGXRD_Answer_2H_hitbox2.png
GGXRD_Answer_2H_hitbox3.png

Forces standing on ground hit

normal

-20

6

384

GGXRD-R2/Answer/Data (edit) Answer

2K

14

Low

7

6

6

-2

0

GGXRD_Answer_2K.png

GGXRD_Answer_2K_hitbox.png

normal

3

8

Initial: 70%

144

3-18 Upper Body

GGXRD-R2/Answer/Data (edit) Answer

2P

8

Mid

5

3

5

+2

0

GGXRD_Answer_2P.png

GGXRD_Answer_2P_hitbox.png

normal

3

8

Initial: 80%

144

GGXRD-R2/Answer/Data (edit) Answer

2S

28

Mid

10

3

9

+2

2

GGXRD_Answer_2S.png

Blazing fast

GGXRD_Answer_2S_hitbox.png

normal

10

7

264

1-9 Upper Body

GGXRD-R2/Answer/Data (edit) Answer

5D

22

High

25

3

19

-8

2

GGXRD_Answer_5D.png

The most reactable frog in all of fighting games.

GGXRD_Answer_5D_hitbox.png

normal

10

20

Initial: 80%

384

GGXRD-R2/Answer/Data (edit) Answer

5H

36

Mid

9

6

23

-10

3

GGXRD_Answer_5H.png

Essential normal for all your punish, pressure, and combo needs!

GGXRD_Answer_5H_hitbox1.png
GGXRD_Answer_5H_hitbox2.png

normal

20

6

384

GGXRD-R2/Answer/Data (edit) Answer

5K

18

Mid

7

5

11

-4

1

GGXRD_Answer_5K.png

A decent anti-air, but maybe press 6P instead.

GGXRD_Answer_5K_hitbox.png

normal

6

u

264

GGXRD-R2/Answer/Data (edit) Answer

5P

6

Mid

4

3

6

+1

0

GGXRD_Answer_5P.png

Doesn't whiff on crouchers, yay!

GGXRD_Answer_5P_hitbox.png

normal

3

8

144

GGXRD-R2/Answer/Data (edit) Answer

6H

45

Mid

17

5

2+12 L

0

4

GGXRD_Answer_6H.png

GGXRD_Answer_6H_hitbox1.png
GGXRD_Answer_6H_hitbox2.png

normal

20

6

384

5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne

GGXRD-R2/Answer/Data (edit) Answer

6K

26

Mid

14

8

9

+2

4

GGXRD_Answer_6K.png

Invaluable for combos.

GGXRD_Answer_6K_hitbox1.png
GGXRD_Answer_6K_hitbox2.png

normal

20

6

384

GGXRD-R2/Answer/Data (edit) Answer

6P

26

Mid

9

5

16

-7

2

GGXRD_Answer_6P.png

GGXRD_Answer_6P_hitbox.png

normal

10

7

264

1-8 Upper Body
9-13 Above Knees

GGXRD-R2/Answer/Data (edit) Answer

6[K]

26

GGXRD_Answer_6K.png

normal

GGXRD-R2/Answer/Data (edit) Answer

c.S

10×2, 20

Mid

6

3(2)4(2)6

9

-1

2

GGXRD_Answer_c.S.png

3 Hits which can all be cancelled whenever you want!

GGXRD_Answer_c.S_hitbox1.png
GGXRD_Answer_c.S_hitbox2.png
GGXRD_Answer_c.S_hitbox3.png

1st and 2nd hit has hitstop 6F

normal

7

6

264

GGXRD-R2/Answer/Data (edit) Answer

f.S

30

Mid

9

6

18

-10

2

GGXRD_Answer_f.S.png

GGXRD_Answer_f.S_hitbox.png

normal

10

7

264

GGXRD-R2/Answer/Data (edit) Answer

j.D

44

High/Air

10

10

15+5L

2

GGXRD_Answer_j.D.png

GGXRD_Answer_j.D_hitbox1.png
GGXRD_Answer_j.D_hitbox2.png

normal

10

7

264

GGXRD-R2/Answer/Data (edit) Answer

j.H

32

High/Air

9

6

24

3

GGXRD_Answer_j.H.png

GGXRD_Answer_j.H_hitbox1.png
GGXRD_Answer_j.H_hitbox2.png

Each hit has hitstop 6F

normal

14

6

384

GGXRD-R2/Answer/Data (edit) Answer

j.K

18

High/Air

7

6

15

1

GGXRD_Answer_j.K.png

GGXRD_Answer_j.K_hitbox1.png
GGXRD_Answer_j.K_hitbox2.png

normal

6

7

264

GGXRD-R2/Answer/Data (edit) Answer

j.P

12

High/Air

6

3

9

0

GGXRD_Answer_j.P.png

GGXRD_Answer_j.P_hitbox.png

normal

3

8

144

GGXRD-R2/Answer/Data (edit) Answer

j.S

12×3

High/Air

9

2,2,8

21

2

GGXRD_Answer_j.S.png

GGXRD_Answer_j.S_hitbox.png

normal

10

5

264

GGXRD-R2/Answer/Data (edit) Answer Air Dead Stock Ninpo: Firesale

j.632146S

13×9,70

All

10+4

Total: Until L

-4

4

GGXRD_Answer_Firesale2.png

GGXRD_Answer_Firesale_Air_hitbox1.png
GGXRD_Answer_Firesale_Air_hitbox2.png

Hits 1-10 have 0F hitstop Frame Adv listed is when performed from lowest possible height Minimum damage: 20%

super

2

4×9, 6

-5000/0

GGXRD-R2/Answer/Data (edit) Answer Air Savvy Ninpo: Data Logging (Attack)

j.22P (Attack)

30

All

33

Till L

6 after L

1

GGXRD_Answer_DownTheLadder.png

GGXRD_Answer_DownTheLadder_hitbox.png

Attack begins during opponent's Hitstop?

special

6

7

100/240

1-24 All

GGXRD-R2/Answer/Data (edit) Answer Air Savvy Ninpo: Data Logging (Catch)

j.22P

Until L + 14

GGXRD_Answer_DataLogging.png

GGXRD_Answer_DataLogging_hitbox.png

special

1~12F Guard

GGXRD-R2/Answer/Data (edit) Answer Air Savvy Ninpo: Request for Approval

j.214P/K/S/H

Total 46

GGXRD_Answer_RequestForApproval.png

This is where the fun begins.

GGXRD_Answer_RequestForApproval_hitbox.png

special

75/-

GGXRD-R2/Answer/Data (edit) Answer Air Savvy Ninpo: Tax Write-off

j.623K

0, 125, 0

Air Throw: 110000

5

1

Total Until L+12

+54

0

GGXRD_Answer_TaxWrite-off.png

GGXRD_Answer_TaxWrite-off_hitbox.png

Stun value 62

special

-

6, 0×3, 8

Forced: 65%

-/0,60,0,120

GGXRD-R2/Answer/Data (edit) Answer Air Throw

Air Throw

0, 60

Air Throw: 192500

1

0

GGXRD_Answer_AirThrow.png

Stun value 30

other

NA

6,0

Forced: 65%

R

0, 480

GGXRD-R2/Answer/Data (edit) Answer Blitz Attack

Blitz

50

Mid

(15-48)+13

3

20

-2

1

GGXRD_Answer_Blitz.png

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)

other

Initial: 55%

R

1~Button release: Blitz

GGXRD-R2/Answer/Data (edit) Answer Blitz Attack Max Charge

[Blitz]

50

Mid

50+13

3

20

+5

4

GGXRD_Answer_Blitz.png

GGXRD_Answer_Blitz_hitbox.png

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

other

R

1~50: Blitz

GGXRD-R2/Answer/Data (edit) Answer Business Ninpo: Under the Bus

421S/H

38

All

15

14

Total 40

+4

2

GGXRD_Answer_UnderTheBus.png

Thanks for the plus frames idiot!

GGXRD_Answer_UnderTheBus_hitbox1.png
GGXRD_Answer_UnderTheBus_hitbox2.png

Attack only appears if the corresponding Business Card is deployed

special

2

7

100/120

GGXRD-R2/Answer/Data (edit) Answer Business Ninpo: Under the Rug

22S/H

Total 36

GGXRD_Answer_UnderTheRug.png

Peekaboo

GGXRD_Answer_UnderTheRug_hitbox.png

Reappears on 13F?

special

100/-

7-12 All

GGXRD-R2/Answer/Data (edit) Answer Business Ultimate Ninpo: All Hands

236236K

40,15×9,50

All

7+0

6

46

-38

2

GGXRD_Answer_AllHands1.png
GGXRD_Answer_AllHands2.png

GGXRD_Answer_AllHands_hitbox.png

0F hitstop for all followup hits Stun value 40,7×9,25 Minimum damage: 20%

super

10

7

-5000/0

GGXRD-R2/Answer/Data (edit) Answer Cancel Seal of Approval

Seal > 22

Total 6

special

GGXRD-R2/Answer/Data (edit) Answer Dead Angle Attack

DAA

25

All

10

5

16

-7

2

GGXRD_Answer_6P.png

GGXRD_Answer_6P_hitbox.png

other

10

7

Initial: 50%

-5000 / 264

1-14 All

GGXRD-R2/Answer/Data (edit) Answer Dead Stock Ninpo: Firesale

632146S

18×10,75
[22×10,100]

Mid/Air

18+3

Total: 71

+11 [+6]

2

GGXRD_Answer_Firesale1.png

Like Leo's but worse

GGXRD_Answer_Firesale_hitbox1.png
GGXRD_Answer_Firesale_hitbox2.png
GGXRD_Answer_Firesale_hitbox3.png

[ ] values are for Burst version Hits 1-10 have 0F hitstop Startup of hit above Answer has startup 10F, damage 20 [25] Minimum damage: 20% [20%]

super

-7/+2

-5000/0

[18F All]

GGXRD-R2/Answer/Data (edit) Answer Ground Throw

Ground Throw

0, 60

Ground Throw: 63000

1

+51

0

GGXRD_Answer_Throw.png

Stun value 30

other

NA

6, 0

Forced: 65%

R

0, 480

GGXRD-R2/Answer/Data (edit) Answer H Business Ninpo: Caltrops

236H

20

All

14

12

Total 44

-7

1

GGXRD_Answer_Caltrops.png

Card + YRC = neutral

GGXRD_Answer_Caltrops_hitbox1.png
GGXRD_Answer_Caltrops_hitbox2.png

Card appears on 21F

special

2

7

200/120

GGXRD-R2/Answer/Data (edit) Answer Ninja Beam!

Taunt

1

Unblockable

160

11

256

?

GGXRD_Answer_Taunt.png

GGXRD_Answer_Taunt_hitbox.png

Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. Animation can be freely cancelled into everything including Roman Cancel.

other

All*

GGXRD-R2/Answer/Data (edit) Answer Resshou

46P

38

Mid

9

10

8 [14]

-1

2

GGXRD_Answer_Resshou.png

GGXRD_Answer_Resshou_hitbox.png

Only attacks if opponent is in range. When not in range, recovery is 8F When in range, recovery is 14F

special

10

7

150/360

GGXRD-R2/Answer/Data (edit) Answer S Business Ninpo: Caltrops

236S

20

All

12

12

Total 42

-7

1

GGXRD_Answer_Caltrops.png

Card + YRC = neutral

GGXRD_Answer_Caltrops_hitbox1.png
GGXRD_Answer_Caltrops_hitbox2.png

Card appears on 19F

special

2

7

200/120

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Data Logging (Attack)

22P (Attack)

30

All

33

7

6 after L

-1

1

GGXRD_Answer_DownTheLadder.png

GGXRD_Answer_DownTheLadder_hitbox.png

Attack begins during opponent's Hitstop?

special

6

7

100/240

1-24 All

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Data Logging (Catch)

22P

20 + 14L

GGXRD_Answer_DataLogging.png

GGXRD_Answer_DataLogging_hitbox.png

special

1~12F Guard, Airborne

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Data Logging (Catch)

Seal > P

30+15 L
[17+15L]

GGXRD_Answer_DataLogging.png

I dare you to press a button

GGXRD_Answer_DataLogging_hitbox.png

Automatically cancels into Down the Ladder if this guards an attack Values in [ ] mean when this attack is performed from low height

special

1~12F Guard

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Down the Ladder

Seal > K

30

All

9

5 [1]

6

+1 [+5]

1

GGXRD_Answer_DownTheLadder.png

GGXRD_Answer_DownTheLadder_hitbox.png

Values in [ ] mean when this attack is performed from low height

special

6

7

100/240

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Into My Office

Seal > H

30

High/Air

21

10 [6]

10

-1 [+1]

3

GGXRD_Answer_IntoMyOffice.png

GGXRD_Answer_IntoMyOffice_hitbox1.png
GGXRD_Answer_IntoMyOffice_hitbox2.png

Values in [ ] mean when this attack is performed from low height

special

-6/+14

150/360

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Request for Approval

214P/K/S/H

Total 28

GGXRD_Answer_RequestForApproval.png

This is where the fun begins.

GGXRD_Answer_RequestForApproval_hitbox.png

special

75/-

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Safety Net

Seal > D

36

All

10

12

14

- [-7]

4

GGXRD_Answer_SafetyNet.png

Oops! All Crossups

GGXRD_Answer_SafetyNet_hitbox.png

Can cancel into all Seal followups on hit/block/whiff except another Safety Net Values in [ ] mean when this attack is performed from low height

special

10

6

100/240

1-21 Throw

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Seal of Approval

Near Seal > 5

Total 126

GGXRD_Answer_SealOfApproval.png

GGXRD_Answer_SealOfApproval_hitbox.png

special

1~9 Strike

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Stepping Down

Seal > S

38

Low/Air

27

7

25

-13

4

GGXRD_Answer_SteppingDown.png

GGXRD_Answer_SteppingDown_hitbox.png

special

20

6

150/360

9-18 Full
19-20 Upper Body
21-45 Above Knees

GGXRD-R2/Answer/Data (edit) Answer Savvy Ninpo: Tax Write-off

623K

0, 30, 0, 125, 0

Throw: 90000

5

1

34

+54

0

GGXRD_Answer_TaxWrite-off.png

GGXRD_Answer_TaxWrite-off_hitbox.png

Stun value 15, 62

special

-

6, 0×3, 8

Forced: 65%

-/0, 120×2,600,120

GGXRD-R2/Answer/Data (edit) Answer Summoner: The Basilisk

236236H

DESTROY

All

9+16
[5+10]

5

17

-5

3

File:GGXRD Answer IK1.png
GGXRD_Answer_IK1.png

GGXRD_Answer_IK_hitbox1.png
GGXRD_Answer_IK_hitbox2.png

[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension IK Mode Activation 90F [5F+5F]

instantkill

14

6

9-29 Full
[5-20 Full]

GGXRD-R2/Axl Low/Data (edit) Axl Low

2D

30

Low

8

10

12

-8

2

GGXRD_Axl_2D.png

A very active sweep with a sweet cancel window

GGXRD_Axl_2D_hitbox1.png
GGXRD_Axl_2D_hitbox2.png
GGXRD_Axl_2D_hitbox3.png

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

2H

22,18

Low,Mid

13

8,6

19

-8

2,3

GGXRD_Axl_2H.png

God bless the special cancel

GGXRD_Axl_2H_hitbox1.png
GGXRD_Axl_2H_hitbox2.png

First active frame

Max range

2nd hit pulls in

normal

10, 14

7, 4

Initial: 90%, 100%

S

YRP

264,384

GGXRD-R2/Axl Low/Data (edit) Axl Low

2K

9

Low

7

5

6

-1

0

GGXRD_Axl_2K.png

Warning: This normal is extremely enabling

GGXRD_Axl_2K_hitbox1.png
GGXRD_Axl_2K_hitbox2.png

normal

3

8

Initial: 70%

S

YRP

144

3-15 Low Profile

GGXRD-R2/Axl Low/Data (edit) Axl Low

2P

24

Low

12

6

18

-10

2

GGXRD_Axl_2P.png

Also good for people running at you

GGXRD_Axl_2P_hitbox1.png
GGXRD_Axl_2P_hitbox2.png

First active frame

Max Range

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

2S

22,18

Mid

8

9,6

15

-5

2,1

GGXRD_Axl_2S.png

Axl's expression here is the one you should make when anti-airing someone

GGXRD_Axl_2S_hitbox1.png
GGXRD_Axl_2S_hitbox2.png

First active frame

Max range

2nd hit pulls in

normal

10, 6

4, 6

SJ

YRP

528,264

GGXRD-R2/Axl Low/Data (edit) Axl Low

3P

24

Low

11

4

8

+2

2

GGXRD_Axl_3P.png

Axl's favorite meaty normal

GGXRD_Axl_3P_hitbox.png

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

5D

25

High

26

6

15

-4

3

GGXRD_Axl_5D.png

Sometimes it anti-airs and it's funny

GGXRD_Axl_5D_hitbox1.png
GGXRD_Axl_5D_hitbox2.png

normal

14

20

Initial: 80%

YRP

384

17-25 Foot

GGXRD-R2/Axl Low/Data (edit) Axl Low

5H

42

Mid

16

4

17

-2

4

GGXRD_Axl_5H.png

For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt

GGXRD_Axl_5H_hitbox1.png
GGXRD_Axl_5H_hitbox2.png

normal

20

6

S

YRP

384

GGXRD-R2/Axl Low/Data (edit) Axl Low

5K

16

Mid

6

3

12

-3

1

GGXRD_Axl_5K.png

Your fastest normal

GGXRD_Axl_5K_hitbox.png

normal

6

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

5P

28

Mid

7

6

19

-11

2

GGXRD_Axl_5P.png

As if millions of I-No players suddenly cried out in terror, and were suddenly silenced

GGXRD_Axl_5P_hitbox1.png
GGXRD_Axl_5P_hitbox2.png

First active frame

Max Range

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

6H

46

High / Air

23

9

9

+1

4

GGXRD_Axl_6H.png

Predictable overhead with high reward on CH

GGXRD_Axl_6H_hitbox1.png
GGXRD_Axl_6H_hitbox2.png

normal

20

6

Initial: 80%

YRP

384

11-31 Airborne

GGXRD-R2/Axl Low/Data (edit) Axl Low

6K

22,18

Mid,Mid

11

5(2)8

15

-5

3,2

GGXRD_Axl_6K.png

Very rewarding AA, but with risks

GGXRD_Axl_6K_hitbox1.png
GGXRD_Axl_6K_hitbox2.png

First active frame

Max range

2nd hit pulls in

normal

14, 10

4, 6

SJ

YRP

384,264

GGXRD-R2/Axl Low/Data (edit) Axl Low

6P

32

Mid

9

3

16

-5

2

GGXRD_Axl_6P.png

Overshadowed by 2S, but still relevant

GGXRD_Axl_6P_hitbox.png

normal

10

7

SJ

YRP

264

1-11 Upper Body

GGXRD-R2/Axl Low/Data (edit) Axl Low

c.S

28

Mid

7

6

10

+1

3

GGXRD_Axl_c.S.png

Solid bread and butter normal

GGXRD_Axl_c.S_hitbox1.png
GGXRD_Axl_c.S_hitbox2.png

normal

14

6

SJ

YRP

384

GGXRD-R2/Axl Low/Data (edit) Axl Low

f.S

33

Mid

9

3

22

-11

2

GGXRD_Axl_f.S.png

Good for people running at you

GGXRD_Axl_f.S_hitbox.png

normal

-7/+10

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.2S

16

High / Air

13

14

9

2

GGXRD_Axl_j.2S.png

For the sneaky people running under j.S

GGXRD_Axl_j.2S_hitbox1.png
GGXRD_Axl_j.2S_hitbox2.png

First active frame

Max range

normal

10

4

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.6K

24, 18

High / Air

9

6,3

12

2

GGXRD_Axl_j.6K.png

For more bombers!

GGXRD_Axl_j.6K_hitbox1.png
GGXRD_Axl_j.6K_hitbox2.png

First active frame

Max range

2nd hit pulls in

normal

10×2

7, 6

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.6P

24

Mid

7

6

14

2

GGXRD_Axl_j.6P.png

For when you want a ranged poke in the air but j.S won't hit

GGXRD_Axl_j.6P_hitbox1.png
GGXRD_Axl_j.6P_hitbox2.png

First active frame

Max range

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.D

40

High / Air

10

2

22 + 5 Landing Recovery

2

GGXRD_Axl_j.D.png

You can use it for ghetto dustloops, too!

GGXRD_Axl_j.D_hitbox.png

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.H

38

High / Air

10

12

9

2

GGXRD_Axl_j.H.png

Either a jump-in or combo filler

GGXRD_Axl_j.H_hitbox1.png
GGXRD_Axl_j.H_hitbox2.png

normal

10

7

S

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.K

18

High / Air

8

8

12

2

GGXRD_Axl_j.K.png

Why the CH untech is so long no one can quite say

GGXRD_Axl_j.K_hitbox.png

normal

10

7

SJ

YRP

264

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.P

10

High / Air

7

4

9

0

GGXRD_Axl_j.P.png

Not a lot of range, but your fastest air option

GGXRD_Axl_j.P_hitbox.png

normal

3

8

CS

YRP

144

GGXRD-R2/Axl Low/Data (edit) Axl Low

j.S

16,12

High / Air, All

11

8,8

9

2

GGXRD_Axl_j.S.png

Be mindful of the hurtbox on the chain

GGXRD_Axl_j.S_hitbox1.png
GGXRD_Axl_j.S_hitbox2.png

First active frame

Max range

2nd hit pulls in

normal

10×2

4, 6

S

YRP

264×2

GGXRD-R2/Axl Low/Data (edit) Axl Low Air Throw

Air Throw

0,60

Air Throw: 192500

1

0

GGXRD_Axl_AirThrow.png

Not much to say about it other than it does its job

Stun value: 30

other

NA

6, 0

Forced: 65%

R

480

GGXRD-R2/Axl Low/Data (edit) Axl Low Amphora Conflagration

236236H

DESTROY

All

9+15
[5+12]

5

32

-20

3

GGXRD_Axl_AmphoraConflagration1.png
GGXRD_Axl_AmphoraConflagration2.png

If you somehow haven't spent your meter on DP RRC or Rensen YRC, congrats

GGXRD_Axl_AmphoraConflagration_hitbox.png

[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension IK Mode Activation: 90F [5F+5F]

instantkill

14

6

9-28 Full
[5-21] Full

GGXRD-R2/Axl Low/Data (edit) Axl Low Artemis Hunter

623S

46

All

9

6

35

-27

2

GGXRD_Axl_ArtemisHunter.png

The enormous hitbox will save your life

GGXRD_Axl_ArtemisHunter_hitbox.png

special

10

7

Initial: 90%

R

200 / 480

1-11 Full

GGXRD-R2/Axl Low/Data (edit) Axl Low Axl Bomber

j.623H

50

All

9

4

10 After Landing

4

GGXRD_Axl_AxlBomber.png

No, this is not a DP

GGXRD_Axl_AxlBomber_hitbox.png

special

20

7

YRP

200 / 480

GGXRD-R2/Axl Low/Data (edit) Axl Low Blitz Attack

Blitz

50

Mid

(15-48)+13

3

20

-2

1

GGXRD-R_Axl_BlitzAttack.png

Love to RPS on defense

GGXRD-R_Axl_BlitzAttack_hitbox.png

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)

other

Initial: 55%

R

1-Button release: Blitz

GGXRD-R2/Axl Low/Data (edit) Axl Low Blitz Attack Max Charge

[Blitz]

50

Mid

50+13

3

20

+5

4

GGXRD-R_Axl_BlitzAttack.png

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

other

R

1-50: Blitz

GGXRD-R2/Axl Low/Data (edit) Axl Low Cancel

214H > H

Total 28

special

YRP

GGXRD-R2/Axl Low/Data (edit) Axl Low Dead Angle Attack

DAA

25

All

9

2

17

-5

2

GGXRD_Axl_6P.png

It WILL whiff often and it WILL make you sad

GGXRD_Axl_6P_hitbox.png

other

10

7

Initial: 50%

-5000 / 264

1-20F Full
21-24F Throw

GGXRD-R2/Axl Low/Data (edit) Axl Low Ground Throw

Ground Throw

0,50

Ground Throw: 78750

1

+71

0

GGXRD_Axl_GroundThrow.png

Surprisingly important offensive tool

Frame advantage listed is on successful throw Stun value: 25

other

NA

6, 0

Forced: 50%

R

480

GGXRD-R2/Axl Low/Data (edit) Axl Low High

214H > P

40

All

23+4

16

27

2

GGXRD_Axl_SparrowhawkStance2.png

Still the ultimate scrub killer

GGXRD_Axl_SparrowhawkStance_P_hitbox1.png
GGXRD_Axl_SparrowhawkStance_P_hitbox2.png

Stance P first active frame

Stance P max range

Cancelable to other attack follow-ups on hit

special

10

7

Forced: 80%

YRP

50 / 240

GGXRD-R2/Axl Low/Data (edit) Axl Low K Heaven Can Wait (Low)

214K

0,80

Total 29

+60

0,4

GGXRD_Axl_HeavenCanWait.png
GGXRD_Axl_HeavenCanWait3.png

Don't be too big brain with this move

GGXRD_Axl_HeavenCanWait_K_hitbox.png

Damage and Frame Advantage listed is on successful catch

special

NA

0, 20

Forced: 70%

RP

112 / 0,720

4-19 Low Guard Point

GGXRD-R2/Axl Low/Data (edit) Axl Low Low

214H > S

24

All

23+8

21

16

-16

2

GGXRD_Axl_SparrowhawkStance2.png

Still the ultimate scrub killer

GGXRD_Axl_SparrowhawkStance_S_hitbox1.png
GGXRD_Axl_SparrowhawkStance_S_hitbox2.png

Stance S first active frame

Stance S max range

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

special

10

7

Forced: 80% [Forced: 70%]

YRP

50 / 240

GGXRD-R2/Axl Low/Data (edit) Axl Low Melody Chain

[4]6S > 8

35

Mid

1

12

35

-13

4

GGXRD_Axl_MelodyChain.png

Hilariously large hitbox

GGXRD_Axl_MelodyChain_hitbox1.png
GGXRD_Axl_MelodyChain_hitbox2.png

First active frame

End of pullback

special

20

6

RP

0 / 120

GGXRD-R2/Axl Low/Data (edit) Axl Low Mid

214H > K

32

All

23+5

19

26

-21

2

GGXRD_Axl_SparrowhawkStance2.png

Still the ultimate scrub killer

GGXRD_Axl_SparrowhawkStance_K_hitbox1.png
GGXRD_Axl_SparrowhawkStance_K_hitbox2.png

Stance K first active frame

Stance K max range

Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.

special

10

7

Forced: 80%

YRP

50 / 240

GGXRD-R2/Axl Low/Data (edit) Axl Low P Heaven Can Wait (Mid)

214P

0,80

Total 34

+60

0,4

GGXRD_Axl_HeavenCanWait.png
GGXRD_Axl_HeavenCanWait3.png

Don't be too big brain with this move

GGXRD_Axl_HeavenCanWait_P_hitbox.png

Damage and Frame Advantage listed is on successful catch

special

NA

0, 20

Forced: 70%

RP

120 / 0,720

4-19 Mid and High Guard Point

GGXRD-R2/Axl Low/Data (edit) Axl Low Shark Strike

214214S

20,42

Mid,All

3+2

11(8)2

6

+11

4

GGXRD_Axl_SharkStrike.png

2H on steroids

GGXRD_Axl_SharkStrike_hitbox1.png
GGXRD_Axl_SharkStrike_hitbox2.png

2nd hit pulls in 2nd hit staggers for 69F max, frame adv between +62F~+27F Minimum damage: 20%

super

20

6

Forced: 85%

YRP

-5000 / 0

GGXRD-R2/Axl Low/Data (edit) Axl Low Sickle Flash

[4]6S

20×3

Mid

13

12(3 Hit)

37

-13

4

GGXRD_Axl_SickleFlash.png

Your favorite special

GGXRD_Axl_SickleFlash_hitbox1.png
GGXRD_Axl_SickleFlash_hitbox2.png

First active frame

Max Range

30F charge time Can cancel into followups 36~41F

special

10

9

Initial: 80%

YRP

250 / 120×3

GGXRD-R2/Axl Low/Data (edit) Axl Low Sickle Storm

2363214H

50×2,30×5
[62×2, 37×5]

Mid

14+1

4,4(22)2×6

36

-4

4

GGXRD_Axl_SickleStorm.png

For when you want to DP but you also want more fire

GGXRD_Axl_SickleStorm_hitbox1.png
GGXRD_Axl_SickleStorm_hitbox2.png
GGXRD_Axl_SickleStorm_hitbox3.png

Values in [ ] are for Burst version Minimum damage: 20% [40%]

super

20×2, 10×5

-6×7

YRP

-5000 / 0

1-16 Full
17-18 Throw

GGXRD-R2/Axl Low/Data (edit) Axl Low Sparrowhawk Stance

214H

Maximum 188

GGXRD_Axl_SparrowhawkStance.png

Followup moves are possible at 23F and become unblockable after waiting 150F

special

YRP

150 / 0

GGXRD-R2/Axl Low/Data (edit) Axl Low Spindle Spinner

41236H

0,0,80

Ground Throw

27

20

38

+34

0,4

GGXRD_Axl_SpindleSpinner.png
GGXRD_Axl_SpindleSpinner2.png

 

It is proper etiquette to scream "YES!!" with Axl when this move lands, even if you're the one being hit.

GGXRD_Axl_SpindleSpinner_hitbox.png

special

NA

0, 0, 16

Forced: 70%

YRP

300 / 0,480

GGXRD-R2/Axl Low/Data (edit) Axl Low Spinning Chain Strike

[4]6S > 2

26×5

Low

7

[2(5)]×4,2

17

-5

2

GGXRD_Axl_SpinningChainStrike.png

Surprisingly very painful to get hit by

GGXRD_Axl_SpinningChainStrike_hitbox.png

special

10

7

RP

0 / 240×5

GGXRD-R2/Axl Low/Data (edit) Axl Low Thunder Shadow Chain

623K

45

High / Air

28

4

13+3 After Landing

+1

4

GGXRD_Axl_ThunderShadowChain.png

Great for annoying people

GGXRD_Axl_ThunderShadowChain_hitbox.png

special

20

6

YRP

200 / 480

4-Airborne

GGXRD-R2/Baiken/Data (edit) Baiken

236236S

45×2,55
[56×2,68]

Mid

6+1

6(18)6(26)3

23

-7

4

GGXRD_Baiken_TsuraneZanzuwatashi1.png
GGXRD_Baiken_TsuraneZanzuwatashi2.png

"Three Consecutive Slashes"

Heaven, Earth, Man

GGXRD_Baiken_TsuraneZanzuwatashi_hitbox1.png
GGXRD_Baiken_TsuraneZanzuwatashi_hitbox2.png
GGXRD_Baiken_TsuraneZanzuwatashi_hitbox3.png

First hit has 18f total blockstun, second hit has 31f total blockstun Stun values: 0×2, 45 Minimum damage 10% (40% for burst version)

super

20

6

Tsurane Sanzuwatashi

-5000/0

1~7F All

GGXRD-R2/Baiken/Data (edit) Baiken

2D

30

Low

8

9

16

-11

2

GGXRD_Baiken_2D.png

Get hit by all the stun edges

GGXRD_Baiken_2D_hitbox.png
GGXRD_Baiken_2D_hitbox2.png
GGXRD_Baiken_2D_hitbox3.png

normal

10

7

Initial: 80%

SJ

YRP

264

GGXRD-R2/Baiken/Data (edit) Baiken

2H

48

Low

17

6

22

-9

4

GGXRD_Baiken_2H.png

Roll under all the stun edges

GGXRD_Baiken_2H_hitbox.png

normal

20

6

S

YRP

384

10~42F Above knees

GGXRD-R2/Baiken/Data (edit) Baiken

2K

12

Low

5

5

6

-1

0

GGXRD_Baiken_2K.png

Mind your feet

GGXRD_Baiken_2K_hitbox.png

normal

3

8

Initial: 70%

S

YRP

144

GGXRD-R2/Baiken/Data (edit) Baiken

2P

8

Mid

6

3

7

±0

0

GGXRD_Baiken_2P.png

GGXRD_Baiken_2P_hitbox.png

normal

3

8

Initial: 80%

CS

YRP

144

More...