GGML/Axl/Data

From Dustloop Wiki

Links


Infobox Data

Portrait Name Health Defense Relative Defense Jump Startup Backdash Meter Gain Modifier Relative Meter Mod Forward Walk Speed Backwards Walk Speed
GGML Axl Low Portrait.png Axl Low 188 10 3 22
Relative Forward Walk Speed Relative Backward Walk Speed Charge Time Throw Range Relative Throw Range Dizzy Threshold Relative Dizzy Threshold Luck Icon
25 10 GGML Axl Low Icon.png

Move Data

Normals

Grounded Normals

5P

5P
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
7 All 5 10 15 none
GGML Axl Low 5P.png
fully extended on frame 10
5K

5K
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
14 Overhead 12 16 9 none
GGML Axl Low 5K.png
The jank finally works in his favor
c.S

c.S
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
13 All 8 11 11 none
GGML Axl Low cS.png
f.S

f.S
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
15 All 12 8 20 none
GGML Axl Low fS.png
5H

5H
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
17 All 6 12 10 none
GGML Axl Low 5H.png
Hits in front of axl on frame 12
6P

6P
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
11 All 7 17 11 none
GGML Axl Low 6P.png
4H or 6H

4H or 6H
4H or 6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
9x2 Overhead 7 33 7 none
GGML Axl Low 46H.png
hits in front of Axl on frame 16
2P

2P
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
7 Low 5 11 13 none
GGML Axl Low 2P.png
Fully extends on frame 6
2K

2K
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
9 Mid 9 13 14 none
GGML Axl Low 2K.png
2S

2S
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
14 Low 4 4(4)4(4)4 13 KD none
GGML Axl Low 2S.png
You tell me what this animation is supposed to be
Consists of 3 hitboxes, each seperated by a 4 frame gap
2H

2H
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
12x3 Low 12 8(3)8 31 Strike 19~22, 31~34
GGML Axl Low 2H.png
Randomly invuln at 2 points

Air Normals

j.P

j.P
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
5 Overhead 8 8 4 Full 5~7
GGML Axl Low jP.png
Fully invuln for 3 frames before going active
j.K

j.K
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
9 Overhead 7 10 8 none
GGML Axl Low jK.png
j.S

j.S
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
15 Overhead 6 3 13 none
GGML Axl Low jS.png
j.H

j.H
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
22 Overhead 5 24 1 none
GGML Axl Low jH.png
The active frames are so long that under most circumstances you land before a recovery animation can play through

Specials

[4]6S

[4]6S
Rensen Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
14 All 16 13 42 KD Strike 63~70
GGML Axl Low 46S.png
[4]6S 8

[4]6S > 8H
Kyokusa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
5x2 Mid 6 26 31 Strike 6~14; 51~63
GGML Axl Low 46S 8.png
This animation makes more sense than Strive's equivalent
623S

623S
Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
18 Mid 8 19 18 Upper Body 8~11; Strike 40~45
GGML Axl Low 623S.png
214P

214P
Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
All 5 33 16 KD Anji 6P shaped 5~38
GGML Axl Low 214P.png
41236K

41236K
Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
28 Overhead 63 15 47 KD Gone 20~62; Strike 103~114
GGML Axl Low 41236K.png
214K

214K
Dototsu
special
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
14 All 16 8 5 Strike 1~3,6~15,24~28
GGML Axl Low 214K.png
The move that makes Axl a character

Supers

632146K

63214K
Yousou Renjin
super
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
~50? Low,All 1 Until Reaches Wall/Enemy N/A KD none
GGML Axl Low 632146K.png
Damage is kind of just a rough approximation since it fails to combo at 2 points
23632H

23632H
Byakue Renshou
super
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
50,7x2 All 6 20(21)50 3 KD Strike 1; All-But-Foot 2~9; Strike 10~14; All-But-Foot 15~36; Strike 37~43
GGML Axl Low 23632H.png

Universal Mechanics

Dust

S+H
Dust
other
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
18 All none
GGML Axl Low Dust.png

Throw

6H or 4H
Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
20 Throw 1 N/A N/A N/A KD N/A
GGML Axl Low Throw.png

Dash Attack

6[6]
Dash Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
13 All KD
GGML Axl Low DashAttack.png

Instant Kill

P+K > 236X
Purgatory: 1000 Cuts
other
Damage Guard Startup Active Recovery On-Block On-Hit level invuln baseDamage
FATAL All 18 3 9 N/A N/A Above Ankles 1~29
GGML Axl Low IK-1.pngGGML Axl Low IK-2.png
Who needs damage when you can punish with IK
GGML Axl Low IK Hitbox.png