GGXRD/Axl Low/Frame Data 1.0

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< GGXRD‎ | Axl Low
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System Data

Defense Modifier: x1.06

Guts Rating: ??

Stun Resistance: ??

Jump Startup: 4F

Backdash Time: 16F

Backdash Invincibility: 1-8F

Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
28 264 7 - 2 Mid S - 7 6 19 -11 -
5K
16 264 7 - 1 Mid S - 6 3 12 -3 -
c.S
28 384 6 - 3 Mid SJ - 7 6 10 +1 -
f.S
33 264 7 - 2 Mid S - 9 3 22 -11 -
5H
42 384 6 - 4 Mid S - 16 4 17 -2 -
2P
24 264 7 - 2 Low S - 12 6 18 -10 -
2K
9 144 8 Initial: 70% 0 Low S - 7 5 6 -1 -
2S
22,18 528,264 4,6 - 2,1 Mid SJ - 8 9,6 15 -5 -
  • 2nd hit pulls in
2H
22,18 384×2 6,4 - 3 Low,Mid - - 11 8,6 16 -4 -
  • 2nd hit pulls in
j.P
10 144 8 - 0 High / Air CS - 7 4 9 - -
j.K
18 264 7 - 2 High / Air SJ - 8 8 12 - -
j.S
16,12 264×2 4,6 - 2 High / Air, All S - 11 8,8 9 - -
  • 2nd hit pulls in
j.H
38 264 7 - 2 High / Air S - 10 12 9 - -
j.D
40 264 7 - 2 High / Air S - 10 2 22 / 5 Landing Recovery - -
6P
32 264 7 - 2 Mid SJ - 9 3 16 -5 1~11 Upper Body
3P
24 264 7 - 2 Low S - 11 4 8 +2 -
6K
22,18 384,264 4,6 - 3,2 Mid,Mid SJ - 11 5(2)8 15 -5 -
6H
46 384 6 Initial: 80% 4 All - - 23 9 9 +1 11~31 Airborne
j.6P
24 264 7 - 2 Mid S - 7 6 14 - -
2D
30 264 7 - 2 Low S - 10 10 12 -8 -
5D
25 384 20 Initial: 80% 3 High - - 26 6 15 -4 17~25 Foot
Dead Angle Attack
25 -5000 / 264 7 Initial: 50% 2 All - - 9 2 17 -5 1~20 Full,21~24 Throw

Throws

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,50 480 6,0 Forced: 50% 0 Ground Throw: 78750 - - 1 - - +71 -
  • Frame advantage listed is on successful throw
Air Throw
0,60 480 6,0 Forced: 65% 0 Air Throw: 192500 - - 1 - - - -

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Rensengeki
[4]6S
20×3 250 / 120×3 9 - 4 Mid - - 12 12(3 Hit) 39 -15 -
→Kyokusageki
Resengeki > 8 or 9
35 0 / 120 6 - 4 Mid - - 1 12 35 -6 -
→Sensageki
Resengeki > 2 or 3
26×5 0 / 240×5 7 - 2 Low - - 7 [2(5)]×4,2 17 -5 -
Bentengari
623S
46 200 / 480 7 Initial: 90% 2 All - - 9 6 30 -22 1~11 Full
Raieisageki
63214S
45 200 / 480 6 - 4 High / Air - - 28 4 13+3 After Landing +1 4~Airborne
Rashousen
[4]6H
0,80 300 / 0,480 0,16 Forced: 70% 0,4 Ground Throw - - 27 25 41 +34 -
Tenhouseki (Mid)
214P
0,80 120 / 0,720 0,20 Forced: 70% 0,4 - - - - - Total 29 +37 4~19 Mid and High Guard Point
Tenhouseki (Low)
214K
0,80 112 / 0,720 0,20 Forced: 70% 0,4 - - - - - Total 29 +60 4~19 Low Guard Point
Axl Bomber
j.623H
50 200 / 480 7 - 4 All - - 9 4 10 After Landing - -
Haitaka No Kamae
63214H
- 150 / 0 - - - - - - - - Maximum 188 - -
  • Returns to Haitaka No Kamae,Followup moves possible at 41F
→High
Haitaka No Kamae > P
40 0 / 240 7 Forced: 80% 2 All - - 41+7 16 29 - -
  • Returns to Haitaka No Kamae
→Mid
Haitaka No Kamae > K
32 0 / 240 7 Forced: 80% 2 All - - 41+7 17 24 - -
  • Returns to Haitaka No Kamae
→Low
Haitaka No Kamae > S
24 0 / 240 7 Forced: 80% 2 All - - 41+11 17 29 - -
→Release
Haitaka No Kamae > H
- - - - - - - - - - Total 28 - -

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Byakue Renshou
2363214H
50×2,30×2 -5000 / 0 6 - 4 Mid - - 14+1 8(2 Hit)(20)12(2 Hit) 39 -11 1~17 Full,18~19 Throw
Kairagi Yakou
214214S
20,27 -5000 / 0 6 Forced: 85% 4 Mid,All - - 7+3 6(12)2 6 +11 -
  • 2nd hit pulls in

Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Kanamari Rekka
During IK Mode: 236236H
DESTROY - 6 - 3 All - - 9+15[5+12] 5 32 -20 9~28[5~21] Full
  • [ ] Indicates during Hell Fire

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - - - - - -


Air Gatlings
P K S H D Cancel
j.P - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc