GGST/Axl Low/Data: Difference between revisions

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< GGST‎ | Axl Low
(→‎Infobox Data: new backdash data)
 
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<!-- 5/16/2021: Frame data copied from https://twitter.com/apI4fRGlmFAaJ5T/status/1393906277986623492 -->
<!-- and translated by Pssych https://docs.google.com/spreadsheets/d/1p37W1E6wPlvJEyM01LC1-fU5Faunj5JXOTr8XRnCnMc/edit#gid=2076950116 -->
{{TOC limit|3}}
==Nav==
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Axl Low|image=GGST_Axl_Low_Icon.png}}<section end="Nav"/>
==Links==
==Links==
<section begin="Links"/>
<section begin=Links/>{{GGST/CharacterLinks}}<section end=Links/>
{{CharLinks|charMainPage=GGST/Axl Low
|videos=https://strive.keeponrock.in/#/?p1chars=axl||matchups=GGST/Axl Low/Matchups |discord= |twitter=GGST_AX}}
<section end="Links"/>


==Infobox Data==
==Infobox Data==
{{GGST-character
{{GGST-character
| name        =Axl Low
| name        =Axl Low
| defense      =1.07
| defense      =20
| guts        =1
| guts        =1
| prejump      =4
| prejump      =4
| backdash    =20/1~5 strike invuln/1~15 airborne
| backdash    =20/1-5 strike invuln/1-15 airborne
| backdashDuration  =20
| backdashInvuln    =1-5F
| backdashAirborne  =1-15F
| weight      =Normal
| weight      =Normal
| portrait    =GGST_Axl_Low_Portrait.png
| portrait    =GGST_Axl_Low_Portrait.png
| icon        =GGST_Axl_Low_Icon.png
| icon        =GGST_Axl_Low_Icon.png
| guardBalance =1.1248
| guardBalance =36
| movement_tension  =4
| movement_tension  =4
| jump_duration =42
| jump_duration =42
| high_jump_duration=49
| high_jump_duration=49
| jump_height =40.95
| jump_height =409.5
| high_jump_height  =56.76
| high_jump_height  =567.6
| efiad =4
| earliest_iad      =8
| ebiad =4
| ad_duration      =18/24
| fadd =25/19
| abd_duration      =6/11
| badd =12
| ad_distance      =735.625
| fadat =18
| abd_distance      =201.375
| badat =6
| jump_tension      =2
| jump_tension      =2
| airdash_tension  =4
| airdash_tension  =4
Line 40: Line 33:
| dash_acceleration =0.416
| dash_acceleration =0.416
| dash_friction    =100
| dash_friction    =100
| jump_gravity      =1.9
| high_jump_gravity =1.9
}}
}}


Line 54: Line 49:
|active=6
|active=6
|recovery=19
|recovery=19
|onBlock=-11
|onBlock=-11 [-3]
|onHit=-8
|onHit=-8
|level=2 [3]
|level=2 [3]
Line 61: Line 56:
|riscLoss=1500
|riscLoss=1500
|prorate=80%
|prorate=80%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low 5P.png
|images=GGST Axl Low 5P.png
|hitboxes=GGST Axl 5P Hitbox.png
|hitboxes=GGST Axl 5P Hitbox.png
|type=normal
|type=normal
|caption=The low-height anti-air
}}
}}


Line 84: Line 82:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low 5K.png
|images=GGST Axl Low 5K.png
|hitboxes=GGST Axl 5K Hitbox.png
|hitboxes=GGST Axl 5K Hitbox.png
Line 99: Line 99:
|startup=8
|startup=8
|active=6
|active=6
|recovery=15
|recovery=12
|onBlock=-4
|onBlock=-1
|onHit=-1
|onHit=+2
|level=3
|level=3
|counter=Mid
|counter=Mid
Line 107: Line 107:
|riscLoss=1000
|riscLoss=1000
|prorate=100%
|prorate=100%
|wallDamage=300
|OTGRatio=60%
|images=GGST Axl Low c.S.png
|images=GGST Axl Low c.S.png
|hitboxes=GGST_Axl_cS_Hitbox_1.png;GGST_Axl_cS_Hitbox_2.png
|hitboxes=GGST_Axl_cS_Hitbox_1.png;GGST_Axl_cS_Hitbox_2.png
|type=normal
|type=normal
|notes={{FrameDataNotes|GGST|Proximity Range|340}}
}}
}}


Line 122: Line 125:
|startup=10
|startup=10
|active=3
|active=3
|recovery=25
|recovery=19
|onBlock=-14
|onBlock=-8
|onHit=-11
|onHit=-5
|level=2
|level=2
|counter=Mid
|counter=Mid
Line 130: Line 133:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low f.S.png
|images=GGST Axl Low f.S.png
|hitboxes=GGST_Axl_fS_Hitbox.png
|hitboxes=GGST_Axl_fS_Hitbox.png
Line 152: Line 157:
|riscGain=1500
|riscGain=1500
|riscLoss=1000
|riscLoss=1000
|prorate=100%
|prorate=90%
|wallDamage=300
|OTGRatio=100%
|images=GGST Axl Low 5H.png
|images=GGST Axl Low 5H.png
|hitboxes=GGST_Axl_5H_Hitbox_1.png;GGST_Axl_5H_Hitbox_2.png;GGST_Axl_5H_Hitbox_3.png
|hitboxes=GGST_Axl_5H_Hitbox_1.png;GGST_Axl_5H_Hitbox_2.png;GGST_Axl_5H_Hitbox_3.png
|type=normal
|type=normal
|caption=Big frametrap button and CH starter
}}
}}


Line 168: Line 176:
|startup=10
|startup=10
|active=4
|active=4
|recovery=21
|recovery=14
|onBlock=-13
|onBlock=-6
|onHit=-10
|onHit=-3
|level=1
|level=1 [2]
|counter=Small
|counter=Small
|riscGain=750
|riscGain=750
|riscLoss=1500
|riscLoss=1500
|prorate=80%
|prorate=80%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low 2P.png
|images=GGST Axl Low 2P.png
|hitboxes=
|hitboxes=GGST_Axl_Low_2P_hitbox_1.png;GGST_Axl_Low_2P_hitbox_2.png
|type=normal
|type=normal
|caption=
|hitboxCaption=First active frame\Max range
}}
}}


Line 187: Line 199:
|input=2K
|input=2K
|guard=Low
|guard=Low
|invuln=
|invuln=3-12F Low Profile
|damage=26
|damage=26
|startup=5
|startup=5
Line 193: Line 205:
|recovery=11
|recovery=11
|onBlock=-4
|onBlock=-4
|onHit=+1
|onHit=-1
|level=1
|level=1
|counter=Small
|counter=Small
Line 199: Line 211:
|riscLoss=1000
|riscLoss=1000
|prorate=70%
|prorate=70%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low 2K.png
|images=GGST Axl Low 2K.png
|hitboxes=GGST_Axl_2K_Hitbox.png
|hitboxes=GGST_Axl_2K_Hitbox.png
|type=normal
|type=normal
|caption=Best-in-class low profile and abare tool
|hitboxCaption=Low-profiles both Stun edge AND Sacred edge!
|notes=3~12F low profile, 13~16F hurtbox raises slightly but still lower than crouch
}}
}}


Line 221: Line 238:
|riscGain=2000
|riscGain=2000
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=90%
|wallDamage=300
|OTGRatio=60%
|images=GGST Axl Low 2S.png
|images=GGST Axl Low 2S.png
|hitboxes=
|hitboxes=GGST_Axl_Low_2S_hitbox_1.png;GGST_Axl_Low_2S_hitbox_2.png
|type=normal
|type=normal
|hitboxCaption=First active frame\Max range
|caption=The BIG anti-air
}}
}}


Line 238: Line 259:
|active=9
|active=9
|recovery=26
|recovery=26
|onBlock=-18
|onBlock=-18 [-8]
|onHit=-15
|onHit=-15  
|level=3 [4]
|level=3 [4]
|counter=Large
|counter=Large
Line 245: Line 266:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low 2H.png
|images=GGST Axl Low 2H.png
|hitboxes=
|hitboxes=GGST_Axl_Low_2H_hitbox_1.png;GGST_Axl_Low_2H_hitbox_2.png
|type=normal
|type=normal
|hitboxCaption=First active frame\Max range
}}
}}


Line 267: Line 291:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low j.P.png
|images=GGST Axl Low j.P.png
|hitboxes=GGST Axl Low j.P hitbox 1.png;GGST Axl Low j.P hitbox 2.png
|hitboxes=GGST Axl Low j.P hitbox 1.png;GGST Axl Low j.P hitbox 2.png
|type=normal
|type=normal
|caption=The airborne anti-air, good when they start jumping out of j.S
|hitboxCaption=First active frame\Max range
}}
}}


Line 289: Line 317:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low j.K.png
|images=GGST Axl Low j.K.png
|hitboxes=GGST_Axl_Low_j.K-hitbox.png
|hitboxes=GGST_Axl_Low_j.K-hitbox.png
Line 311: Line 341:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low j.S.png
|images=GGST Axl Low j.S.png
|hitboxes=GGST_Axl_jS_Hitbox.png
|hitboxes=GGST_Axl_jS_Hitbox.png
|type=normal
|type=normal
|caption="Damm my neutral is so sick"
}}
}}


Line 327: Line 360:
|active=6
|active=6
|recovery=25
|recovery=25
|onBlock=
|onBlock=+3 (IAD)
|onHit=+6 (IAD)
|level=2 [3]
|level=2 [3]
|counter=Mid
|counter=Mid
Line 333: Line 367:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|wallDamage=300
|OTGRatio=100%
|images=GGST Axl Low j.H.png
|images=GGST Axl Low j.H.png
|hitboxes=GGST_Axl_jH_Hitbox.png
|hitboxes=GGST_Axl_jH_Hitbox.png
|type=normal
|type=normal
|caption=Great for instant overheads, mix-ups and letting everyone know you messed up a TK Bomber
}}
}}


Line 349: Line 386:
|active=3
|active=3
|recovery=22
|recovery=22
|onBlock=
|onBlock=+4 (IAD)
|onHit=+7 (IAD)
|level=3
|level=3
|counter=Mid
|counter=Mid
Line 355: Line 393:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|wallDamage=500
|OTGRatio=80%
|images=GGST Axl Low j.D.png
|images=GGST Axl Low j.D.png
|hitboxes=GGST_Axl_Low_j.D-hitbox.png
|hitboxes=GGST_Axl_Low_j.D-hitbox.png
Line 366: Line 406:
|input=6P
|input=6P
|guard=All
|guard=All
|invuln=1~4F Upper Body <br/> 5~12F Above Knees
|invuln=1-3 Upper Body <br/> 4-16 Above Knees
|damage=30
|damage=30
|startup=12
|startup=12
|active=5
|active=5
|recovery=18
|recovery=22
|onBlock=-13
|onBlock=-13
|onHit=+2
|onHit=+2
Line 378: Line 418:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|wallDamage=500
|OTGRatio=80%
|images=GGST Axl Low 6P.png
|images=GGST Axl Low 6P.png
|hitboxes=GGST_Axl_Low_6P-hitbox.png
|hitboxes=GGST_Axl_Low_6P-hitbox.png
|type=normal
|type=normal
|caption=The basic anti-air
|notes={{FrameDataNotes|GGST|Initial Combo Decay|20}}
}}
}}


Line 401: Line 445:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|wallDamage=300
|OTGRatio=60%
|images=GGST Axl Low 6K.png
|images=GGST Axl Low 6K.png
|hitboxes=GGST_Axl_Low_6K_hitbox.png;GGST_Axl_Low_6K_hitbox2.png
|hitboxes=GGST_Axl_Low_6K_hitbox.png;GGST_Axl_Low_6K_hitbox1.png;GGST_Axl_Low_6K_hitbox2.png
|type=normal
|type=normal
|hitboxCaption=First active frame\Start of extension\Max range
|caption=The "I'm scared" anti-air
}}
}}


Line 424: Line 472:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|wallDamage=500
|OTGRatio=100%
|images=GGST Axl Low 6H.png
|images=GGST Axl Low 6H.png
|hitboxes=GGST_Axl_Low_6H_hitbox_1.png;GGST_Axl_Low_6H_hitbox_2.png
|hitboxes=GGST_Axl_Low_6H_hitbox_1.png;GGST_Axl_Low_6H_hitbox_2.png
|type=normal
|type=normal
|caption=The accidental anti-air
}}
}}


Line 441: Line 492:
|recovery=17
|recovery=17
|onBlock=-9
|onBlock=-9
|onHit=HKD
|onHit=HKD +52
|level=2
|level=2
|counter=Large
|counter=Large
Line 447: Line 498:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|wallDamage=300
|OTGRatio=80%
|images=GGST Axl Low 2D.png
|images=GGST Axl Low 2D.png
|hitboxes=GGST_Axl_Low_2D_hitbox.png
|hitboxes=GGST_Axl_Low_2D_hitbox.png
Line 468: Line 521:
|counter=Mid
|counter=Mid
|riscGain=1125
|riscGain=1125
|riscLoss=3000
|riscLoss=3000 [1000]
|prorate=80%
|prorate=80%
|wallDamage=700 (900)
|OTGRatio=60%
|images=GGST Axl Low 5D.png
|images=GGST Axl Low 5D.png
|hitboxes=GGST_Axl_5D_Hitbox_1.png;GGST_Axl_5D_Hitbox_2.png
|hitboxes=GGST_Axl_5D_Hitbox_1.png;GGST_Axl_5D_Hitbox_2.png
|type=normal
|type=normal
|notes=Hitstop on block: 20F;Hitstop on hit: 16F [raw hit: 45F];Floating crumple: Total 28F (can block 19~28F)
|notes={{FrameDataNotes|GGST|5D}}
|caption=The disrespectful anti-air
}}
}}


Line 487: Line 543:
|recovery=23
|recovery=23
|onBlock=-10
|onBlock=-10
|onHit=KD
|onHit=KD +36
|level=4
|level=4
|counter=Mid
|counter=Mid
|riscGain=1875
|riscGain=1875
|riscLoss=1500
|riscLoss=1500 [1000]
|prorate=-
|prorate=100%
|wallDamage=0 (200)
|OTGRatio=60%
|images=GGST Axl Low 5D.png
|images=GGST Axl Low 5D.png
|hitboxes=GGST_Axl_5D_Hitbox_1.png;GGST_Axl_5D_Hitbox_2.png
|hitboxes=GGST_Axl_5D_Hitbox_1.png;GGST_Axl_5D_Hitbox_2.png
|type=normal
|type=normal
|notes={{FrameDataNotes|GGST|5[D]}}
}}
}}


Line 517: Line 576:
|riscLoss=2500
|riscLoss=2500
|prorate=50%
|prorate=50%
|wallDamage=1000
|images=GGST Axl Low Ground Throw.png
|images=GGST Axl Low Ground Throw.png
|hitboxes=
|hitboxes=
|type=other
|type=other
|notes={{FrameDataNotes|GGST|Throw}}
}}
}}


Line 532: Line 593:
|startup=2
|startup=2
|active=3
|active=3
|recovery=Until L+10
|recovery=38 or Until Landing+10
|onBlock=
|onBlock=
|onHit=HKD
|onHit=HKD +48 (IAD)
|level=
|level=
|counter=
|counter=
Line 540: Line 601:
|riscLoss=2500
|riscLoss=2500
|prorate=50%
|prorate=50%
|wallDamage=1000
|images=GGST Axl Low Air Throw.png
|images=GGST Axl Low Air Throw.png
|hitboxes=GGST_Axl_Low_Air_Throw_Hitbox.png
|type=other
|notes={{FrameDataNotes|GGST|Air Throw|increases as height increases (+47 to +53)}}
}}
===236D Data===
{{MoveData-GGST
|chara=Axl Low
|name=Wild Assault
|input=236D
|guard=All
|damage=30
|startup=16~28
|active=3
|recovery=20
|onBlock=-4
|onHit=-1
|level=4
|counter=Mid
|notes=
|images=GGST Axl Low 236D.png
|hitboxes=GGST Axl Low 236D Hitbox.png
|type=other
|riscGain=2500
|riscLoss=4000
|wallDamage=700
|inputTension=
|chipRatio=25%
|OTGRatio=80%
|prorate=90%
|invuln=
|cancel=NSJBRP
}}
===236[D] Data===
{{MoveData-GGST
|chara=Axl Low
|name=Wild Assault (Hold)
|input=236[D]
|guard=All
|damage=50
|startup=29
|active=3
|recovery=20
|onBlock=-4
|onHit=HKD
|level=4
|counter=Mid
|notes=
|images=GGST Axl Low 236D.png
|hitboxes=GGST Axl Low 236D Hitbox.png
|type=other
|riscGain=2500
|riscLoss=3000
|wallDamage=700
|inputTension=
|chipRatio=25%
|OTGRatio=80%
|prorate=100%
|invuln=
|cancel=NSJBRP
}}
===Dash Cancel Data===
{{MoveData-GGST
|chara=Axl Low
|name=Dash Cancel
|input=66
|guard=
|damage=
|startup=
|active=
|recovery=Total 26
|onBlock=
|onHit=
|level=
|images=
|hitboxes=
|hitboxes=
|type=other
|type=other
|riscGain=
|riscLoss=
|wallDamage=
|prorate=
|invuln=
|cancel=
|notes={{FrameDataNotes|GGST|Dash Cancel}}
}}
}}


Line 558: Line 704:
|recovery=29
|recovery=29
|onBlock=-19~-9
|onBlock=-19~-9
|onHit=KD
|onHit=KD +16~+26
|level=3
|level=3
|counter=Small
|counter=Very Small
|riscGain=200
|riscGain=200
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|images=GGST Axl Low Sickle Flash.png
|wallDamage=300
|inputTension=100
|chipRatio=12%
|OTGRatio=80%
|images=GGST Axl Low 46S.png
|hitboxes=GGST Axl Low Sickle Flash hitbox 1.png;GGST Axl Low Sickle Flash hitbox.png
|hitboxes=GGST Axl Low Sickle Flash hitbox 1.png;GGST Axl Low Sickle Flash hitbox.png
|hitboxCaption=First active frame\Travels fullscreen
|type=special
|type=special
|notes=Projectile;Disappears if user gets hit;30F charge time;Listed Frame Adv based on closest possible Sickle Flash;Only does 1 hit on block;
|notes={{FrameDataNotes|GGST|Projectile|24|2|3}};Disappears if user gets hit;30F charge time;Listed Frame Adv based on closest possible Sickle Flash;Only does 1 hit on block;
|caption=Ol' Reliable
}}
}}


Line 582: Line 734:
|recovery=34
|recovery=34
|onBlock=-11
|onBlock=-11
|onHit=HKD
|onHit=HKD +46
|level=3
|level=3
|counter=Mid
|counter=Mid
Line 588: Line 740:
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|images=GGST Axl Low Soaring Chain Strike.png
|wallDamage=300
|inputTension=100
|chipRatio=12%
|OTGRatio=60%
|images=GGST Axl Low 46S8.png
|hitboxes=GGST Axl Low Soaring Chain Strike hitbox.png
|hitboxes=GGST Axl Low Soaring Chain Strike hitbox.png
|type=special
|type=special
|notes= {{FrameDataNotes|GGST|Projectile|9}}
|caption=The special move anti-air
}}
}}


Line 605: Line 763:
|recovery=19
|recovery=19
|onBlock=-6
|onBlock=-6
|onHit=HKD
|onHit=HKD +56
|level=2
|level=2
|counter=Mid
|counter=Mid
Line 611: Line 769:
|riscLoss=1000
|riscLoss=1000
|prorate=90%
|prorate=90%
|images=GGST Axl Low Spinning Chain Strike.png
|wallDamage=60×5
|chipRatio=25%
|OTGRatio=40%
|inputTension=150
|images=GGST Axl Low 46S2.png
|hitboxes=GGST Axl Low Spinning Chain Strike hitbox.png
|hitboxes=GGST Axl Low Spinning Chain Strike hitbox.png
|caption= Can be jumped over, careful!
|hitboxCaption=Hitbox never changes during full length of move
|type=special
|type=special
|notes=Values in [] are when attack is fully held
|notes=Values in [ ] are when attack is fully held
}}
}}


Line 626: Line 790:
|damage=40 [60]
|damage=40 [60]
|startup=18 [22]
|startup=18 [22]
|active=10
|active=15 [25]
|recovery=24
|recovery=24
|onBlock=-3 [+10]
|onBlock=-3 [+10]
|onHit=KD
|onHit=KD +55 [KD +69]
|level=3 [4]
|level=3 [4]
|counter=Small
|counter=Very Small
|riscGain=500
|riscGain=500
|riscLoss=1000
|riscLoss=1000
|prorate=80%
|prorate=80%
|images=GGST Axl Low Winter Cherry.png
|wallDamage=300
|chipRatio=40%
|OTGRatio=60%
|inputTension=100
|images=GGST Axl Low 46SS 1.png
|hitboxes=GGST Axl Low Winter Cherry hitbox.png
|hitboxes=GGST Axl Low Winter Cherry hitbox.png
|caption=Delay this on people who don't block
|type=special
|type=special
|notes=Values in [] are for just frame version
|notes={{FrameDataNotes|GGST|Projectile|16}};Values in [ ] are for just frame version
}}
}}


Line 653: Line 822:
|recovery=34
|recovery=34
|onBlock=
|onBlock=
|onHit=HKD
|onHit=HKD +54 (HKD +71)
|level=
|level=
|counter=
|counter=
Line 659: Line 828:
|riscLoss=2500
|riscLoss=2500
|prorate=50%
|prorate=50%
|images=GGST Axl Low Winter Mantis.png
|wallDamage=1000
|inputTension=100
|images=GGST_Axl_Low_41236H_1.png;GGST Axl Low 41236H 2.png
|hitboxes=GGST Axl Low Winter Mantis hitbox.png
|hitboxes=GGST Axl Low Winter Mantis hitbox.png
|hitboxCaption=Despite being a grab, it uses a strike hitbox, directly hitting an opponent's hurtbox.
|caption=Woops you're in the corner now
|type=special
|type=special
|notes=Values in [] when hits from long distance
|notes=Values in  () are for the point-blank version that automatically triggers an Axl Bomber follow-up.;Values in [ ] when hits from long distance.;While normal grab rules apply, the hit detection is a ''strike'' hitbox on the sickle (see hitboxes).;If Axl is moved mid-animation, the animation of the sickle will move with him, but not the actual hitbox, making it possible to outrun the attack.;{{FrameDataNotes|GGST|Activation X|200}} (Distance from sickle to opponent on the forward-facing direction, making it unable to hit extended hurtboxes after it has gone past the opponent)<br>{{FrameDataNotes|GGST|Throw}}; First does a single hit of 20, then a final hit of 41[42].
}}
}}


Line 677: Line 850:
|recovery=21
|recovery=21
|onBlock=+3
|onBlock=+3
|onHit=KD
|onHit=KD +42
|level=3
|level=3
|counter=Mid
|counter=Mid
|riscGain=2500
|riscGain=2500
|riscLoss=1000
|riscLoss=2000
|prorate=80%
|prorate=90%
|images=GGST Axl Low Rainwater.png
|wallDamage=700
|chipRatio=25%
|OTGRatio=100%
|inputTension=150
|images=GGST Axl Low 214S.png
|hitboxes=GGST Axl Low Rainwater hitbox.png
|hitboxes=GGST Axl Low Rainwater hitbox.png
|type=special
|type=special
|caption=Good spacing allows it to dodge throws, abare and even reversals!
|notes={{FrameDataNotes|GGST|Retreating|1~22|225|440~880}}
}}
}}


Line 700: Line 879:
|recovery=29
|recovery=29
|onBlock=-24
|onBlock=-24
|onHit=KD
|onHit=KD +28
|level=3
|level=3
|counter=Mid
|counter=Mid
|riscGain=2000
|riscGain=2000
|riscLoss=1000
|riscLoss=1000
|prorate=100%
|prorate=90%
|images=GGST Axl Low Snail.png
|wallDamage=300
|chipRatio=25%
|OTGRatio=60%
|inputTension=150
|images=GGST Axl Low 214H.png
|hitboxes=GGST Axl Low Snail hitbox.png
|hitboxes=GGST Axl Low Snail hitbox.png
|type=special
|type=special
Line 714: Line 897:
{{MoveData-GGST
{{MoveData-GGST
|chara=Axl Low
|chara=Axl Low
|name=Snail
|name=Air Snail
|input=j.214H
|input=j.214H
|guard=All
|guard=All
|invuln=
|invuln=
|damage=45
|damage=45
|startup=16
|startup=14
|active=9
|active=9
|recovery=Until L+10
|recovery=Until L+10
|onBlock=-19
|onBlock=-19
|onHit=KD
|onHit=KD +27 (IAS)
|level=3
|level=3
|counter=Mid
|counter=Mid
|riscGain=2000
|riscGain=2000
|riscLoss=1000
|riscLoss=1000
|prorate=100%
|prorate=90%
|images=GGST Axl Low Snail.png
|wallDamage=300
|chipRatio=25%
|OTGRatio=100%
|inputTension=150
|images=GGST_Axl_Low_j.214H.png
|hitboxes=GGST Axl Low Snail hitbox Air.png
|hitboxes=GGST Axl Low Snail hitbox Air.png
|type=special
|type=special
}}
}}


===j.623H Data===
===j.236H Data===
{{MoveData-GGST
{{MoveData-GGST
|chara=Axl Low
|chara=Axl Low
|name=Axl Bomber
|name=Axl Bomber
|input=j.623H
|input=j.236H
|guard=All
|guard=All
|invuln=
|invuln=
|damage=80
|damage=80
|startup=9
|startup=9
|active=10
|active=4
|recovery=Until L+7
|recovery=Until L+7
|onBlock=-22
|onBlock=-22
|onHit=HKD
|onHit=HKD +66 (IAS)
|level=4
|level=4
|counter=Large
|counter=Large
|riscGain=2500
|riscGain=2500
|riscLoss=1000
|riscLoss=1000
|prorate=100%
|prorate=90%
|images=GGST Axl Low Axl Bomber.png
|wallDamage=500
|hitboxes=GGST Axl Low Axl Bomber hitbox.png
|chipRatio=25%
|OTGRatio=60%
|inputTension=150
|images=GGST Axl Low j.623H.png
|hitboxes=GGST Axl Low Axl Bomber hitbox.png;GGST Axl Low Axl Bomber hitbox2.png
|type=special
}}
 
===214K Data===
{{MoveData-GGST
|chara=Axl Low
|name=Whistling Wind
|input=214K
|guard=All
|invuln=
|damage= 10x3
|startup=17
|active=4,4,4 [22 Total on whiff]
|recovery=Total 52
|onBlock=-4
|onHit=-1
|level=2×3
|counter=Very Small
|riscGain=100×3
|riscLoss=1000
|prorate=80%
|wallDamage=166×3 (500)
|chipRatio=12%
|OTGRatio= 80%
|inputTension=100
|images=GGST Axl Low 214K.png;
|hitboxes=GGST Axl Low 214K Hitbox.png;GGST Axl Low 214K Hitbox2.png;
|hitboxCaption=&nbsp;\Max distance on charged version
|type=special
|notes={{FrameDataNotes|GGST|Activation X|300}};
|caption=
}}
 
===214[K] Data===
{{MoveData-GGST
|chara=Axl Low
|name=Whistling Wind (Charged)
|input=214[K]
|guard=All
|invuln=
|damage= 10x6
|startup=41
|active=5×6 [119 Total on whiff]
|recovery=Total 76
|onBlock=+14
|onHit=+17
|level=2×6
|counter=Very Small
|riscGain=100×6
|riscLoss=1000
|prorate=80%
|wallDamage=83×6 (500)
|chipRatio=12%
|OTGRatio= 80%
|inputTension=100
|images=GGST Axl Low 214K.png;
|hitboxes=GGST Axl Low 214K Hitbox.png;GGST Axl Low 214K Hitbox2.png;
|hitboxCaption=&nbsp;\Max distance on charged version
|type=special
|type=special
}}
}}
Line 764: Line 1,013:
|input=236236H
|input=236236H
|guard=All
|guard=All
|invuln=1~15F Strike
|invuln=1-15F Full
|damage=50×2, 20×3
|damage=45×2, 18×3
|startup=11+1
|startup=11+1
|active=8(24)13
|active=4, 4(24)13
|recovery=26
|recovery=26
|onBlock=-2
|onBlock=-2
|onHit=HKD
|onHit=HKD +58
|level=
|level=4
|counter=Mid
|counter=Mid
|riscGain=800×2, 200
|riscGain=800×2, 200
|riscLoss=1000, 1000
|riscLoss=1000
|prorate=100%
|prorate=100%
|images=GGST Axl Low Sickle Storm.png
|wallDamage=0
|OTGRatio=80%
|chipRatio=25%×2, 12%×3
|images=GGST Axl Low 236236H 1.png;GGST Axl Low 236236H 2.png
|hitboxes=GGST Axl Low Sickle Storm hitbox.png;GGST Axl Low Sickle Storm2 hitbox.png
|hitboxes=GGST Axl Low Sickle Storm hitbox.png;GGST Axl Low Sickle Storm2 hitbox.png
|hitboxCaption=Strike portion first active frame\Projectile portion first active frame. Travels fullscreen.
|type=super
|type=super
|notes=reversal strike invuln only; Forward moving chain part of attack only does 1 hit on block;Forward moving chain part is considered separate hit;
|notes={{FrameDataNotes|GGST|Projectile|44|4 (second hit)|1}};{{FrameDataNotes|GGST|False Multihit|2}}
}}
}}


Line 790: Line 1,043:
|invuln=
|invuln=
|damage=
|damage=
|startup=5+22
|startup=5
|active=
|active=295
|recovery=
|recovery=30
|onBlock=
|onBlock=
|level=
|level=
Line 798: Line 1,051:
|riscGain=
|riscGain=
|prorate=
|prorate=
|images=GGST Axl Low One Vision Installation.png
|images=GGST Axl Low 632146P 1.png
|hitboxes=
|hitboxes=
|type=super
|type=super
|notes=Buff activates during super freeze on frame 5 and can be Purple Roman Cancelled immediately after end of super freeze.
|caption= Whiff punish from full screen...
}}
}}


Line 809: Line 1,064:
|input=632146P Attack
|input=632146P Attack
|guard=All
|guard=All
|invuln=
|invuln=8-9F Full
|damage=
|damage=0
|startup=8+0
|startup=8+1+0
|active=1
|recovery=11
|onBlock=0
|onHit=+140
|level=1
|counter=
|riscGain=0
|riscLoss=1000
|prorate=100%
|wallDamage=0
|images=GGST Axl Low 632146P 2.png
|hitboxes=
|type=super
|caption= ...or extend your combos into wallbreak!
|notes=Attack has two consecutive super flashes.;Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!}}
 
===j.632146P Attack Data===
{{MoveData-GGST
|chara=Axl Low
|name=One Vision
|input=j.632146P Attack
|guard=All
|invuln=8-9F Full
|damage=0
|startup=8+1+0
|active=1
|active=1
|recovery=
|recovery=11
|onBlock= 0
|onBlock=0
|level=
|onHit=+140
|level=1
|counter=
|counter=
|riscGain=
|riscGain=0
|riscLoss=1000
|riscLoss=1000
|prorate=100%
|prorate=100%
|images=GGST Axl Low One Vision Activation.png
|wallDamage=0
|images=GGST Axl Low 632146P 2.png
|hitboxes=
|hitboxes=
|type=super
|type=super
}}
|notes=Attack has two consecutive super flashes.;Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!}}


==Category==
==Navigation==
{{#lst:GGST/Navigation}}
{{GGST/Navigation|British = 1}}

Latest revision as of 16:32, 16 February 2024

Links



Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Axl Low Portrait.png GGST Axl Low Icon.png Axl Low 20 1 36 4 20 1-5F 1-15F
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
42 49 409.5 567.6 8 18/24 6/11 735.625 201.375
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
4 2 4 5.2 4.9 13.1 0.416 100
Jump Gravity High Jump Gravity Forward Step Dash
1.9 1.9

Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 [52] All 7 6 19 -11 [-3] -8 2 [3] Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1500 300 80% 80%
GGST Axl Low 5P.png
The low-height anti-air
GGST Axl 5P Hitbox.png

5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 6 3 11 -2 +1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1000 300 80% 90%
GGST Axl Low 5K.png
GGST Axl 5K Hitbox.png

c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 All 8 6 12 -1 +2 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 60% 100%
GGST Axl Low c.S.png
GGST Axl cS Hitbox 1.pngGGST Axl cS Hitbox 2.png
Input Proximity Range: 340

f.S Data

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
34 All 10 3 19 -8 -5 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Axl Low f.S.png
GGST Axl fS Hitbox.png

5H Data

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
48 All 16 4 19 -4 -1 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 100% 90%
GGST Axl Low 5H.png
Big frametrap button and CH starter
GGST Axl 5H Hitbox 1.pngGGST Axl 5H Hitbox 2.pngGGST Axl 5H Hitbox 3.png

2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 [39] Low 10 4 14 -6 -3 1 [2] Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1500 300 80% 80%
GGST Axl Low 2P.png
GGST Axl Low 2P hitbox 1.pngGGST Axl Low 2P hitbox 2.png
First active frame • Max range

2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
26 Low 5 5 11 -4 -1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 70% 3-12F Low Profile
GGST Axl Low 2K.png
Best-in-class low profile and abare tool
GGST Axl 2K Hitbox.png
Low-profiles both Stun edge AND Sacred edge!
3~12F low profile, 13~16F hurtbox raises slightly but still lower than crouch

2S Data

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 [45] All 9 10 23 -16 -13 3 [4] Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 60% 90%
GGST Axl Low 2S.png
The BIG anti-air
GGST Axl Low 2S hitbox 1.pngGGST Axl Low 2S hitbox 2.png
First active frame • Max range

2H Data

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 [58] Low 11 9 26 -18 [-8] -15 3 [4] Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Axl Low 2H.png
GGST Axl Low 2H hitbox 1.pngGGST Axl Low 2H hitbox 2.png
First active frame • Max range

j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
32 [41] High 9 4 23 1 [2] Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 80%
GGST Axl Low j.P.png
The airborne anti-air, good when they start jumping out of j.S
GGST Axl Low j.P hitbox 1.pngGGST Axl Low j.P hitbox 2.png
First active frame • Max range

j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
28 High 8 3 16 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 80%
GGST Axl Low j.K.png
GGST Axl Low j.K-hitbox.png

j.S Data

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
32 [41] High 14 4 18 2 [3] Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 80%
GGST Axl Low j.S.png
"Damm my neutral is so sick"
GGST Axl jS Hitbox.png

j.H Data

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 [52] High 12 6 25 +3 (IAD) +6 (IAD) 2 [3] Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 100% 80%
GGST Axl Low j.H.png
Great for instant overheads, mix-ups and letting everyone know you messed up a TK Bomber
GGST Axl jH Hitbox.png

j.D Data

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
44 High 10 3 22 +4 (IAD) +7 (IAD) 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 80% 80%
GGST Axl Low j.D.png
GGST Axl Low j.D-hitbox.png

6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 12 5 22 -13 +2 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 80% 90% 1-3 Upper Body
4-16 Above Knees
GGST Axl Low 6P.png
The basic anti-air
GGST Axl Low 6P-hitbox.png
If the first hit of a combo, applies an additional +20 Combo Decay.

6K Data

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 [52] All 11 5 25 -13 -10 3 [4] Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 60% 90%
GGST Axl Low 6K.png
The "I'm scared" anti-air
GGST Axl Low 6K hitbox.pngGGST Axl Low 6K hitbox1.pngGGST Axl Low 6K hitbox2.png
First active frame • Start of extension • Max range

6H Data

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
54 High 27 9 13 -3 0 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1000 500 100% 80%
GGST Axl Low 6H.png
The accidental anti-air
GGST Axl Low 6H hitbox 1.pngGGST Axl Low 6H hitbox 2.png

2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
34 Low 10 6 17 -9 HKD +52 2 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90%
GGST Axl Low 2D.png
GGST Axl Low 2D hitbox.png

5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 High 20 6 23 -15 0 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 3000 [1000] 700 (900) 60% 80%
GGST Axl Low 5D.png
The disrespectful anti-air
GGST Axl 5D Hitbox 1.pngGGST Axl 5D Hitbox 2.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
56 High 28 6 23 -10 KD +36 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1500 [1000] 0 (200) 60% 100%
GGST Axl Low 5D.png
GGST Axl 5D Hitbox 1.pngGGST Axl 5D Hitbox 2.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Wall Damage when hit raw is increased to 700 (900).
Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

Universal Mechanics

Ground Throw Data

6D or 4D
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Ground Throw 2 3 38 HKD +41
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST Axl Low Ground Throw.png
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

Air Throw Data

j.6D or j.4D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Air Throw 2 3 38 or Until Landing+10 HKD +48 (IAD)
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST Axl Low Air Throw.png
GGST Axl Low Air Throw Hitbox.png
Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
Frame advantage increases as height increases (+47 to +53).
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

236D Data

236D
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 16~28 3 20 -4 -1 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 4000 700 25% 80% 90% NSJBRP
GGST Axl Low 236D.png
GGST Axl Low 236D Hitbox.png

236[D] Data

236[D]
Wild Assault (Hold)
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 All 29 3 20 -4 HKD 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 3000 700 25% 80% 100% NSJBRP
GGST Axl Low 236D.png
GGST Axl Low 236D Hitbox.png

Dash Cancel Data

66
Dash Cancel
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
Total 26
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.

Special Moves

[4]6S Data

[4]6S
Sickle Flash
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
15×3 All 24 15 29 -19~-9 KD +16~+26 3 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
200 1000 300 100 12% 80% 80%
GGST Axl Low 46S.png
Ol' Reliable
GGST Axl Low Sickle Flash hitbox 1.pngGGST Axl Low Sickle Flash hitbox.png
First active frame • Travels fullscreen
Projectile will continue if Purple Roman Canceled on frame 25 at the earliest.
Clash Level: 2
Clash Hits: 3
Disappears if user gets hit
30F charge time
Listed Frame Adv based on closest possible Sickle Flash
Only does 1 hit on block

[4]6S 8 Data

[4]6S 8
Soaring Chain Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 8 16 34 -11 HKD +46 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 12% 60% 80%
GGST Axl Low 46S8.png
The special move anti-air
GGST Axl Low Soaring Chain Strike hitbox.png
Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
Clash Level: -
Clash Hits: -

[4]6S 2 Data

[4]6S 2
Spinning Chain Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
15×5 Low 7 36 [79] 19 -6 HKD +56 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
225×5 1000 60×5 150 25% 40% 90%
GGST Axl Low 46S2.png
Can be jumped over, careful!
GGST Axl Low Spinning Chain Strike hitbox.png
Hitbox never changes during full length of move
Values in [ ] are when attack is fully held

[4]6S S Data

[4]6S S
Winter Cherry
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 [60] All 18 [22] 15 [25] 24 -3 [+10] KD +55 [KD +69] 3 [4] Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 40% 60% 80%
GGST Axl Low 46SS 1.png
Delay this on people who don't block
GGST Axl Low Winter Cherry hitbox.png
Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
Clash Level: -
Clash Hits: -
Values in [ ] are for just frame version

41236H Data

41236H
Winter Mantis
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
61 [62] Ground Throw 28 20 34 HKD +54 (HKD +71)
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 100 50%
GGST Axl Low 41236H 1.pngGGST Axl Low 41236H 2.png
Woops you're in the corner now
GGST Axl Low Winter Mantis hitbox.png
Despite being a grab, it uses a strike hitbox, directly hitting an opponent's hurtbox.
Values in () are for the point-blank version that automatically triggers an Axl Bomber follow-up.
Values in [ ] when hits from long distance.
While normal grab rules apply, the hit detection is a strike hitbox on the sickle (see hitboxes).
If Axl is moved mid-animation, the animation of the sickle will move with him, but not the actual hitbox, making it possible to outrun the attack.
Horizontal Activation Range: 200 (Distance from sickle to opponent on the forward-facing direction, making it unable to hit extended hurtboxes after it has gone past the opponent)
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15
First does a single hit of 20, then a final hit of 41[42].

214S Data

214S
Rainwater
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 All 24 3 21 +3 KD +42 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 2000 700 150 25% 100% 90%
GGST Axl Low 214S.png
Good spacing allows it to dodge throws, abare and even reversals!
GGST Axl Low Rainwater hitbox.png
Moves backwards during initial movement on frames 1~22
Decreases Tension Balance during the initial movement, for a total of -225 Tension Balance.
Increases Negative value during the initial movement, for a total 440~880 Negative value (amount varies and increases with distance to the opponent).

214H Data

214H
Snail
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 14 12 29 -24 KD +28 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 150 25% 60% 90%
GGST Axl Low 214H.png
GGST Axl Low Snail hitbox.png

j.214H Data

j.214H
Air Snail
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 14 9 Until L+10 -19 KD +27 (IAS) 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 150 25% 100% 90%
GGST Axl Low j.214H.png
GGST Axl Low Snail hitbox Air.png

j.236H Data

j.236H
Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 All 9 4 Until L+7 -22 HKD +66 (IAS) 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 150 25% 60% 90%
GGST Axl Low j.623H.png
GGST Axl Low Axl Bomber hitbox.pngGGST Axl Low Axl Bomber hitbox2.png

214K Data

214K
Whistling Wind
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
10x3 All 17 4,4,4 [22 Total on whiff] Total 52 -4 -1 2×3 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100×3 1000 166×3 (500) 100 12% 80% 80%
GGST Axl Low 214K.png
GGST Axl Low 214K Hitbox.pngGGST Axl Low 214K Hitbox2.png
  • Max distance on charged version
Horizontal Activation Range: 300

214[K] Data

214[K]
Whistling Wind (Charged)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
10x6 All 41 5×6 [119 Total on whiff] Total 76 +14 +17 2×6 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100×6 1000 83×6 (500) 100 12% 80% 80%
GGST Axl Low 214K.png
GGST Axl Low 214K Hitbox.pngGGST Axl Low 214K Hitbox2.png
  • Max distance on charged version

Overdrives

236236H Data

236236H
Sickle Storm
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45×2, 18×3 All 11+1 4, 4(24)13 26 -2 HKD +58 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
800×2, 200 1000 0 25%×2, 12%×3 80% 100% 1-15F Full
GGST Axl Low 236236H 1.pngGGST Axl Low 236236H 2.png
GGST Axl Low Sickle Storm hitbox.pngGGST Axl Low Sickle Storm2 hitbox.png
Strike portion first active frame • Projectile portion first active frame. Travels fullscreen.
Projectile will continue if Purple Roman Canceled on frame 45 at the earliest.
Clash Level: 4 (second hit)
Clash Hits: 1
The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
* The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
* All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
* Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

632146P Data

632146P
One Vision
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
5 295 30
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
GGST Axl Low 632146P 1.png
Whiff punish from full screen...
Buff activates during super freeze on frame 5 and can be Purple Roman Cancelled immediately after end of super freeze.

632146P Attack Data

632146P Attack
One Vision
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
0 All 8+1+0 1 11 0 +140 1
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
0 1000 0 100% 8-9F Full
GGST Axl Low 632146P 2.png
...or extend your combos into wallbreak!
Attack has two consecutive super flashes.
Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!

j.632146P Attack Data

j.632146P Attack
One Vision
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
0 All 8+1+0 1 11 0 +140 1
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
0 1000 0 100% 8-9F Full
GGST Axl Low 632146P 2.png
Attack has two consecutive super flashes.
Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!

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