GGXRD/Axl Low/Frame Data

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< GGXRD‎ | Axl Low
Revision as of 18:13, 22 April 2015 by Shtkn (talk | contribs) (Created page with "{{warning|This data is all from 1.0. Replace with 1.1 data when available (and delete this warning)}} ==System Data== {{CharData-GGXRD |defense=x1.06...")
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Ambox warning.png This data is all from 1.0. Replace with 1.1 data when available (and delete this warning)

System Data

Defense Modifier: x1.06

Guts Rating: 1

Stun Resistance: 60

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/+10 - 2 Mid S YRP 7 6 19 -11 -
5K
16 264 -7/+6 - 1 Mid S YRP 6 3 12 -3 -
c.S
28 384 -6/+14 - 3 Mid SJ YRP 7 6 10 +1 -
f.S
33 264 -7/+10 - 2 Mid S YRP 9 3 22 -11 -
5H
42 384 -6/+20 - 4 Mid S YRP 16 4 17 -2 -
2P
24 264 -7/+10 - 2 Low S YRP 12 6 18 -10 -
2K
9 144 -8/+3 Initial: 70% 0 Low S YRP 7 5 6 -1 -
2S
22,18 528,264 -4,-6/+10,+6 - 2,1 Mid SJ YRP 8 9,6 15 -5 -
  • 2nd hit pulls in
2H
22,18 384×2 -6,-4/+14 - 3 Low,Mid - YRP 11 8,6 16 -4 -
  • 2nd hit pulls in
j.P
10 144 -8/+3 - 0 High / Air CS YRP 7 4 9 - -
j.K
18 264 -7/+10 - 2 High / Air SJ YRP 8 8 12 - -
j.S
16,12 264×2 -4,-6/+10 - 2 High / Air, All S YRP 11 8,8 9 - -
  • 2nd hit pulls in
j.H
38 264 -7/+10 - 2 High / Air S YRP 10 12 9 - -
j.D
40 264 -7/+10 - 2 High / Air S YRP 10 2 22 / 5 Landing Recovery - -
6P
32 264 -7/+10 - 2 Mid SJ YRP 9 3 16 -5 1~11 Upper Body
3P
24 264 -7/+10 - 2 Low S YRP 11 4 8 +2 -
6K
22,18 384,264 -4,-6/+14,+10 - 3,2 Mid,Mid SJ YRP 11 5(2)8 15 -5 -
6H
46 384 -6/+20 Initial: 80% 4 All - YRP 23 9 9 +1 11~31 Airborne
j.6P
24 264 -7/+10 - 2 Mid S YRP 7 6 14 - -
2D
30 264 -7/+10 - 2 Low S YRP 10 10 12 -8 -
5D
25 384 -20/+14 Initial: 80% 3 High - YRP 26 6 15 -4 17~25 Foot
Dead Angle Attack
25 -5000 / 264 -7/+10 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/NA Forced: 50% 0 Ground Throw: 78750 - R 1 - - +71 -
  • Frame advantage listed is on successful throw
Air Throw
0,60 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - -

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Sickle Flash
[4]6S
20×3 250 / 120×3 -9/+10 - 4 Mid - YRP 12 12(3 Hit) 39 -15 -
Melody Chain
Sickle Flash > 8 or 9
35 0 / 120 -6/+20 - 4 Mid - YRP 1 12 35 -6 -
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 0 / 240×5 -7/+10 - 2 Low - YRP 7 [2(5)]×4,2 17 -5 -
Artemis Hunter
623S
46 200 / 480 -7/+10 Initial: 90% 2 All - R 9 6 30 -22 1~11 Full
Thunder Shadow Chain
63214S
45 200 / 480 -6/+20 - 4 High / Air - YRP 28 4 13+3 After Landing +1 4~Airborne
Spindle Spinner
[4]6H
0,80 300 / 0,480 -0,-16/NA Forced: 70% 0,4 Ground Throw - YRP 27 25 41 +34 -
Heaven Can Wait (Mid)
214P
0,80 120 / 0,720 -0,-20/NA Forced: 70% 0,4 - - RP - - Total 29 +37 4~19 Mid and High Guard Point
Heaven Can Wait (Low)
214K
0,80 112 / 0,720 -0,-20/NA Forced: 70% 0,4 - - RP - - Total 29 +60 4~19 Low Guard Point
Axl Bomber
j.623H
50 200 / 480 -7/+20 - 4 All - YRP 9 4 10 After Landing - -
Sparrowhawk Stance
63214H
- 150 / 0 - - - - - YRP - - Maximum 188 - -
  • Returns to Sparrowhawk Stance,Followup moves possible at 41F
→High
Sparrowhawk Stance > P
40 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+7 16 29 - -
  • Returns to Sparrowhawk Stance
→Mid
Sparrowhawk Stance > K
32 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+7 17 24 - -
  • Returns to Sparrowhawk Stance
→Low
Sparrowhawk Stance > S
24 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+11 17 29 - -
Cancel
Sparrowhawk Stance > H
- - - - - - - YRP - - Total 28 - -

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Sickle Storm
2363214H
50×2,30×2 -5000 / 0 -6/+20x2,+10xN - 4 Mid - YRP 14+1 8(2 Hit)(20)12(2 Hit) 39 -11 1~17 Full,18~19 Throw
Shark Strike
214214S
20,27 -5000 / 0 -6/+20 Forced: 85% 4 Mid,All - YRP 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.
Amphora Conflagration
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+15
[5+12]
5 32 -20 9~28 Full
[5~21] Full
  • [ ] 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 - - c.S, f.S, 2S 5H, 2H 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, 2H 5D, 2D Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - c.S, 2S 6H - Jump, Sp
c.S 5P, 2P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H 5D Sp
2S - - - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D -
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.K - j.H - -
j.H - - - - j.D Sp
j.D - - - - - Sp
j.6P - - - - - 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)

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc