GGML/Axl/Data

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Infobox Data

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


Move Data

Normals

Grounded Normals

5P

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

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

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

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

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

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

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

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

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

Name Input Damage Guard Startup Active Recovery On-Block On-Hit level Type invuln baseDamage
2S 2S 14 Low 4 4(4)4(4)4 13 KD normal 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

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

Air Normals

j.P

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

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

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

Name Input Damage Guard Startup Active Recovery On-Block On-Hit level Type invuln baseDamage
j.H j.H 22 Overhead 5 24 1 normal 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

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

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

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

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

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

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

Supers

632146K

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

Name Input Damage Guard Startup Active Recovery On-Block On-Hit level Type invuln baseDamage
Byakue Renshou 23632H 50,7x2 All 6 20(21)50 3 KD super 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

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

Throw

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

Dash Attack

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

Instant Kill

Name Input Damage Guard Startup Active Recovery On-Block On-Hit level Type invuln baseDamage
Purgatory: 1000 Cuts P+K > 236X FATAL All 18 3 9 N/A N/A other 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