GGAC/Axl Low/Frame Data: Difference between revisions

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< GGAC‎ | Axl Low
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== Specials ==
== Specials ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="margin: 1em auto 1em auto;"
</div>
|-
|-
! Special !! Input !! Damage !! TG !! GB+ !! GB- !!Lv !!Guard !!Cancel !!Startup !!Active !!Recovery !!SD
! Special !! Input !! Damage !! TG !! GB+ !! GB- !!Lv !!Guard !!Cancel !!Startup !!Active !!Recovery !!SD
</div>
|-
|-
! Benten Gari (S)  
! Benten Gari (S)  
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|  -18  
|  -18  
|-
|-
|  colspan = 14 | 1-4 invincible above the feet. 1-6 throw invincible. Floats on hit, untechable for 28F. 90% proration. FRC timing: 7-8.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 1-4 invincible above the feet
*1-6 throw invincible
*Floats on hit, untechable for 28F
*90% proration
*FRC timing: 7-8
</div>
|-
|-
!  Benten Gari (H)
!  Benten Gari (H)
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|  -18  
|  -18  
|-
|-
|  colspan = 14 | 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.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 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
</div>
|-
|-
!  Continue to Axl Bomber
!  Continue to Axl Bomber
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|  -  
|  -  
|-
|-
|  colspan = 14 | 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.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 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
</div>
|-
|-
! Rensen Geki  
! Rensen Geki  
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|  -14  
|  -14  
|-
|-
|  colspan = 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.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 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
</div>
|-
|-
! Kyokusa Geki  
! Kyokusa Geki  
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|  -13  
|  -13  
|-
|-
|  colspan = 14 | Floats on hit, untechable for 36F. Projectile. Disappears if Axl is hit.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* Floats on hit, untechable for 36F
*Projectile
*Disappears if Axl is hit
</div>
|-
|-
!  Sensa Geki  
!  Sensa Geki  
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|  -5  
|  -5  
|-
|-
|  colspan = 14 | Knocks down on hit. 6F hitstop.
|  colspan = 14 |
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
* Knocks down on hit
*6F hitstop
</div>
|-
|-
! Rashou Sen  
! Rashou Sen  
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|  -  
|  -  
|-
|-
|  colspan = 14 | 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.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 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
</div>
|-
|-
! Rashou Sen Feint  
! Rashou Sen Feint  
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|  -  
|  -  
|-
|-
|  colspan = 14 | Fastest possible Feint completion: 36F.
|  colspan = 14 |
<div>
* Fastest possible Feint completion: 36F
</div>
|-
|-
! Tenhou Seki (P)  
! Tenhou Seki (P)  
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|  -  
|  -  
|-
|-
|  colspan = 14 | Knocks down on hit. 65% forced proration. Except for projectiles, any hit that can be blocked standing may be countered from frames 4-17.
|  colspan = 14 |
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
* Knocks down on hit
*65% forced proration
</div>
<div>
*Except for projectiles, any hit that can be blocked standing may be countered from frames 4-17
</div>
|-
|-
! Tenhou Seki (K)  
! Tenhou Seki (K)  
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|  -  
|  -  
|-
|-
|  colspan = 14 | 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].
|  colspan = 14 |
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
* Knocks down on hit
*65% forced proration
</div>
<div>
*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]
</div>
|-
|-
! Hachisubako  
! Hachisubako  
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|  -  
|  -  
|-
|-
|  colspan = 14 | 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.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 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
</div>
|-
|-
! Raiei Sageki (S)  
! Raiei Sageki (S)  
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|  -4  
|  -4  
|-
|-
|  colspan = 14 | Airborne starting from frame 4. Causes slide on hit, untechable for 58F, slides for 45F. 90% proration. FRC timing: 26-28.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* Airborne starting from frame 4
*Causes slide on hit, untechable for 58F, slides for 45F
*90% proration
*FRC timing: 26-28
</div>
|-
|-
! Raiei Sageki (H)  
! Raiei Sageki (H)  
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|  -  
|  -  
|-
|-
|  colspan = 14 | 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.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* 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
</div>
|-
|-
! Axl Bomber  
! Axl Bomber  
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|  +7  
|  +7  
|-
|-
|  colspan = 14 | Groundbounces on hit, untechable for 50F. Causes 25F blockstun on standing guard. 90% forced proration. Listed SD is for fastest possible case (Startup 22).
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* Groundbounces on hit, untechable for 50F
*Causes 25F blockstun on standing guard
*90% forced proration
*Listed SD is for fastest possible case (Startup 22)
</div>
|-
|-
! Kokuu Geki  
! Kokuu Geki  
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|  -  
|  -  
|-
|-
|  colspan = 14 | Floats on hit, untechable for 40F. FRC timing: 34-36. Has minimum height requirement.
|  colspan = 14 |
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* Floats on hit, untechable for 40F
*FRC timing: 34-36
*Has minimum height requirement
|-
|-
|}
|}

Revision as of 23:58, 23 January 2012

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 15x2 5.28,2.64 6x2 5x2 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 3.84x2 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 4x2 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 20x2 3.84x2 11x2 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 2.64x2 10x2 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 2.64x2 6x2 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

Special Input 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 1.75/4.8x2 20x2 6x2 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 20x3 2.5/1.2x3 0 8 5 HLF F 12 1x12 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 26x5 -/2.4x5 8x5 7x5 3 LF R 7 {2(5)}x4,2 17 -5
  • Knocks down on hit
  • 6F hitstop
Rashou Sen [4]6H 1,80 3/1.2x2 - 6x2 - 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) 20x3 1.0/1.2x3 10x3 7x3 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

Force Break Input Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Shiranami no Homura 421D during Hachisubako 18x2,50 - 10x3 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

Overdrive Input Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Byakue Renshou 2363214H 50x2,30x5 - 20x2,10x5 6x7 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

Instant Kill Input 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


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