GGAC/Axl Low/Frame Data

From Dustloop Wiki
< GGAC‎ | Axl Low

Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 15×2 5.28,2.64 6×2 5×2 2 HLF SR 9[13] 5(2)6 10 -1
  • 2nd hit pulls in on hit, untechable for 21F
  • 1st hit is untechable for 16F
K 16 2.64 6 7 2 HLF SR 6 3 8 +1 -
c.S 28 3.84 14 6 4 HLF SJR 8 6 10 +1
  • Upward Startup is 10
f.S 33 2.64 10 7 3 HLF SR 9 3 22 -11
  • Staggers on grounded CH (max 39F)
H 42 3.84 20 6 5 HLF SR 16 4 17 -2
  • 10-15 upper body invincible. [Not documented in complete guide.]
6P 32 2.64 10 7 3 HLF SJR 9 2 17 -5
  • 1-10 upper-body invincible
  • 16-27 upper body invincible
  • Knocks down on grounded CH
  • Blows back on aerial hit. 90% proration
6K 18,22 3.84×2 14,10 4,5 4,3 HLF SJR 13[17] 5(2)8 19 -9
  • 2nd hit pulls in on hit
  • Blows back on aerial CH, untechable for 72F
6H 46 3.84 20 6 5 HA R 23 9 0+landing 9 +1
  • 11-31 airborne
  • Untechable for 24F
  • Hits crouchers on frame 27 (tested on Sol)
D 20 3.84 11 20 4 HF R 26 6 15 -4
  • 17-25 foot invincible.
DAA 25 2.64 10 7 3 all R 17 4 8 +2
  • 1-20 invincible, 21-24 throw invincible, 25-28 upper body invincible
  • Wallbounces on hit, untechable for 28F
  • 50% proration
2P 12,18 5.28,2.64 5,6 4×2 2 LF,HLF SR 12[16] 5(2)8 10 -4
  • 2nd hit pulls in on hit
2K 9 1.44 3 8 1 LF SR 7 5 6 -1
  • 3-15 low profile
  • 70% proration
2S 18,22 5.28,2.64 10,6 5,4 3,2 HLF SJR 9[17] 9,6 12 -2
  • 2nd hit pulls in on hit, untechable for 20F
2H 20×2 3.84×2 11×2 4,3 4 LF RF 11[17] 8,6 16 -5
  • Staggers on grounded hit (max 45F)
  • 2nd hit pulls in on hit
  • FRC timing: 11-12
3P 24 2.64 8 7 3 LF SR 11 4 8 +2
  • Knocks down on grounded CH
2D 30 2.64 8 7 3 LF SR 9 10 12 -8 -
j.P 10 1.44 3 8 1 HA SR 7 4 9 - -
j.K 18 2.64 10 7 3 HA SJR 8 8 12 -
  • Blows back on aerial hit, untechable for 20F
j.S 12,16 2.64×2 10×2 4 3 HA,all SR 11[15] 5(2)9 9 -
  • 2nd hit pulls in on hit
j.H 38 2.64 10 7 3 HA SR 10 12 9 - -
j.D 44 2.64 10 7 3 HA SR 10 6 18 -
  • Knocks down on grounded hit
  • Blows back on aerial hit, untechable for 20F
  • 5F landing recovery
j.6P 8,10 2.64×2 6×2 4,5 2 HA SR 7[13] 7(2)3 14 -
  • 2nd hit pulls in on hit
Throw 50 4.0 - 6 - 45 dots - - - - -
  • Knocks down
  • 4th hit stagger (max 35F)
  • 50% forced proration
Air Throw 60 4.0 - 6 - 88 dots - - - - -
  • Knocks down
  • 50% forced proration
Note: Startup value in [ ] indicates Startup of the weapon's tip.

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Benten Gari (S)
623S
46 1.5/4.8 14 19 4 HLF RF 5 4 31 -18
  • 1-4 invincible above the feet
  • 1-6 throw invincible
  • Floats on hit, untechable for 28F
  • 90% proration
  • FRC timing: 7-8
Benten Gari (H)
623H
36,24 1.75/4.8×2 20×2 6×2 5 HLF R 9 4(4)1(2)1 33 -18
  • 1-8 lower body invincible
  • On 9-10, only Axl's back leg can be hit
  • 1-10 throw invincible
  • Floats on hit, untechable for 30F
  • SD of -26 on opponent that blocks low
  • Can be followed-up to ""Continue to Axl Bomber"" between frames 32-34
Continue to Axl Bomber
623H during Benten Gari (H)
30 1/2.4 - 6 5 F R 13 4 45+landing 10 -
  • Airborne starting on frame 4
  • Floats on hit, untechable for 60F
  • In CH state while falling
  • On hit, can follow-up to Kokuu Geki between frames 14-25
Rensen Geki
[4]6S
20×3 2.5/1.2×3 0 8 5 HLF F 12 1×12 39 -14
  • Floats on hit, untechable for 36F
  • In CH state from frames 1-40
  • FRC timing: 15-16
  • May input Kyokusa Geki or Sensa Geki as late as frame 41
  • Must charge back for min. 30F for Rensen Geki to come out
  • Listed SD based on opponent blocking Rensen Geki right next to Axl
  • 3 hits max
  • Projectile
  • Disappears if Axl is hit
Kyokusa Geki
8 or 9 during Rensen Geki
35 -/1.2 20 6 5 HLF - 1 12 35 -13
  • Floats on hit, untechable for 36F
  • Projectile
  • Disappears if Axl is hit
Sensa Geki
2 or 3 during Rensen Geki
26×5 -/2.4×5 8×5 7×5 3 LF R 7 {2(5)}x4,2 17 -5
  • Knocks down on hit
  • 6F hitstop
Rashou Sen
[4]6H
1,80 3/1.2×2 - 6×2 - Unblockable - 27 16 50 -
  • Knocks down on hit
  • In CH state until 46
  • Dizzy modifier 0x
  • Must charge back for min
  • 30F for Rashou Sen to come out
  • Can follow-up to Rashou Sen Feint between frames 25-27
  • Will not come out while the opponent is knocked down
Rashou Sen Feint
P during Rashousen
- 3.0/- - - - - - - - Total: 12 -
  • Fastest possible Feint completion: 36F

}}

Tenhou Seki (P)
214P
60 -/1.2 - 12,6 5 - - - - Total:31 -
  • Knocks down on hit
  • 65% forced proration
  • Except for projectiles, any hit that can be blocked standing may be countered from frames 4-17

}}

Tenhou Seki (K)
214K
60 -/1.2 - 12,6 5 - - - - Total:31 -
  • Knocks down on hit
  • 65% forced proration
  • Except for projectiles, any low-hitting attack hit you MUST block low may be countered from 4->17F. In crouching state during frames 4-17 [undocumented in complete guide]

}}

Hachisubako
623P
30 -/7.2 - 6 5 F R 16 3 27 -
  • 1-15 strike invincible
  • Blows back on hit, untechable for 25F
  • Wallbounces on CH, untechable for 62F
  • During frames 2-19, can follow-up to Shiranami no Homura
  • Even on successful catch, inputs will continue to be accepted during hitstop (for both characters)
  • Catch animation is 30F in total
  • From frames 2-16, can catch any attack that can be guarded while standing
Raiei Sageki (S)
63214S
45 2.0/4.8 20 6 5 HA RF 28 4 13+landing 6 -4
  • Airborne starting from frame 4
  • Causes slide on hit, untechable for 58F, slides for 45F
  • 90% proration
  • FRC timing: 26-28
Raiei Sageki (H)
63214H (chargeable)
20×3 1.0/1.2×3 10×3 7×3 3 HA RF See Comments - 43 -
  • During Recovery: 1-15 invincible, 16-23 low profile
  • Airborne from frame 7
  • Floats on hit, untechable for 35F
  • Hitstop 6F
  • FRC timing: Recovery 1-3
  • Startup is 50 for standing opponent (tested on Sol
  • Charging delays Startup (max delayed Startup: 106)
  • Max 3 hits
Axl Bomber
j.623H
60 2.0/4.8 20 10 5 HA R 17 till landing 18 +7
  • Groundbounces on hit, untechable for 50F
  • Causes 25F blockstun on standing guard
  • 90% forced proration
  • Listed SD is for fastest possible case (Startup 22)
Kokuu Geki
j.63214S
40 2.0/1.2 20 6 5 HLF F 9 19 landing 12 -
  • Floats on hit, untechable for 40F
  • FRC timing: 34-36
  • Has minimum height requirement

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Shiranami no Homura
421D during Hachisubako
18×2,50 - 10×3 10,10,6 3,3,4 HLF x2, A R 7+0 9,9(13)4 37 -49
  • 1-7 strike invincible
  • Knocks down on hit
  • 2nd hit has 6F of hitstop
  • Inputs are read even during hitstop (both opponents)
Axl Bomber
j.236D
60 - 20 9 5 all R 9 4 24 -
  • 1-5 invincible, 6-20 throw invincible
  • Floats on hit, untechable for 58F

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Byakue Renshou
2363214H
50×2,30×5 - 20×2,10×5 6×7 5 HLF R 14+1 4,4(19)13 41 -14
  • 1-16 invincible
  • 17-18 throw invincible
  • Knocks down on hit
  • In CH state during recovery
  • Spinning part: 7F hitstop, double chip damage
  • Straight line part: projectile; disappears if Axl gets hit

Instant Kill

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Rensen Ougi: Midare Gami
236236H
Fatal - 20 - 5 HL - 13+15 37 3 -6
  • IK activation: 90F
  • 13-18 strike invincible

Gatling Table

P K S H D Cancel
P - - 2S - - sp
2P - - - - - sp
6P 3P - c.S, f.S, 2S H, 2H D, 2D j, sp
3P - - f.S, 2S H, 2H, 6H D, 2D sp
K P, 2P, 6P, 3P - c.S, f.S, 2S H, 2H D, 2D sp
2K - - c.S, f.S, 2S 2H D, 2D sp
6K - - 2S 6H - j, sp
c.S P, 2P, 6P - f.S, 2S H, 2H, 6H D, 2D j, sp
f.S - - - H D sp
2S - 6K - - - j, sp
H - - - 6H D, 2D sp
2H - - - 6H D -
6H - - - - - -
D - - - - - homing jump
2D - - - - - sp
j.P j.P, j.6P j.K j.S j.H j.D sp
j.6P - - - - - sp
j.K j.P, j.6P - j.S - j.D j, sp
j.S j.P - - j.H - sp
j.H - - - - j.D sp
j.D - - - - - sp