GGXRD-R/Axl Low/Frame Data

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System Data

Defense Modifier: x1.06

Guts Rating: 1

Weight: Medium

Stun Resistance: 60

Jump Startup: 4F

Backdash Time 16F / Invul: 1-8F


Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
5P 28 264 -7/+10 - 2 Mid S YRP 7 6 19 -11 - Click!
5K 16 264 -7/+6 - 1 Mid S YRP 6 3 12 -3 - Click!
c.S 28 384 -6/+14 - 3 Mid SJ YRP 7 6 10 +1 - Click!
f.S 33 264 -7/+10 - 2 Mid S YRP 9 3 22 -11 - Click!
5H 42 384 -6/+20 - 4 Mid S YRP 16 4 17 -2 - Click!
5D 25 384 -20/+14 Initial: 80% 3 High - YRP 26 6 15 -4 17~25 Foot Click!
6P 32 264 -7/+10 - 2 Mid SJ YRP 9 3 16 -5 1~11 Upper Body Click!
6K 22,18 384,264 -4,-6/+14,+10 - 3,2 Mid,Mid SJ YRP 11 5(2)8 15 -5 - Click!
  • 2nd hit pulls in
6H 46 384 -6/+20 Initial: 80% 4 High - YRP 23 9 9 +1 11~31 Airborne Click!
2P 24 264 -7/+10 - 2 Low S YRP 12 6 18 -10 - Click!
2K 9 144 -8/+3 Initial: 70% 0 Low S YRP 7 5 6 -1 - Click!
2S 22,18 528,264 -4,-6/+10,+6 - 2,1 Mid SJ YRP 8 9,6 15 -5 - Click!
  • 2nd hit pulls in
2H 22,18 384×2 -6,-4/+14 - 3 Low,Mid - YRP 11 8,6 16 -4 - Click!
  • 2nd hit pulls in
  • Staggers opponent. Max duration 44F
  • Stagger Frame Adv: +1 to +23
2D 30 264 -7/+10 - 2 Low S YRP 8 10 12 -8 - Click!
3P 24 264 -7/+10 - 2 Low S YRP 11 4 8 +2 - Click!
j.P 10 144 -8/+3 - 0 High / Air CS YRP 7 4 9 - - Click!
j.K 18 264 -7/+10 - 2 High / Air SJ YRP 8 8 12 - - Click!
j.S 16,12 264×2 -4,-6/+10 - 2 High / Air, All S YRP 11 8,8 9 - - Click!
  • 2nd hit pulls in
j.H 38 264 -7/+10 - 2 High / Air S YRP 10 12 9 - - Click!
j.D 40 264 -7/+10 - 2 High / Air S YRP 10 2 22 + 5 Landing Recovery - - Click!
j.6P 24 264 -7/+10 - 2 Mid S YRP 7 6 14 - - Click!

Universal Mechanics

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Ground Throw 0,50 480 -6,-0/NA Forced: 50% 0 Ground Throw: 78750 - R 1 - - +71 - Click!
  • Frame advantage listed is on successful throw
  • Stun value: 25
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 9 2 17 -5 1-20F Full
21-24F Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 - - - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Sickle Flash
[4]6S
20×3 250 / 120×3 -9/+10 Initial: 80% 4 Mid - YRP 12 12(3 Hit) 39 -15 - Click!
Melody Chain
Sickle Flash > 8 or 9
35 0 / 120 -6/+20 - 4 Mid - YRP 1 12 35 -13 - Click!
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 0 / 240×5 -7/+10 - 2 Low - YRP 7 [2(5)]×4,2 17 -5 - Click!
Artemis Hunter
623S
46 200 / 480 -7/+10 Initial: 90% 2 All - R 9 6 35 -27 1~11 Full Click!
Thunder Shadow Chain
623K
45 200 / 480 -6/+20 - 4 High / Air - YRP 28 4 13+3 After Landing +1 4~Airborne Click!
Spindle Spinner
41236H
0,80 300 / 0,480 -0,-16/NA Forced: 70% 0,4 Ground Throw - YRP 27 20 38 +34 - Click!
Heaven Can Wait (Mid)
214P
0,80 120 / 0,720 -0,-20/NA Forced: 70% 0,4 - - RP - - Total 29 +37 4~19 Mid and High Guard Point Click!
  • Damage and Frame Adv listed is on successful catch
Heaven Can Wait (Low)
214K
0,80 112 / 0,720 -0,-20/NA Forced: 70% 0,4 - - RP - - Total 29 +60 4~19 Low Guard Point Click!
  • Damage and Frame Adv listed is on successful catch
Axl Bomber
j.623H
50 200 / 480 -7/+20 - 4 All - YRP 9 4 10 After Landing - - Click!
Sparrowhawk Stance
63214H
- 150 / 0 - - - - - YRP - - Maximum 188 - - Click!
  • Returns to Sparrowhawk Stance,Followup moves possible at 41F
→High
Sparrowhawk Stance > P
40 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+7 16 29 - - Click!
  • Returns to Sparrowhawk Stance
→Mid
Sparrowhawk Stance > K
32 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+7 17 24 - - Click!
  • Returns to Sparrowhawk Stance
→Low
Sparrowhawk Stance > S
24 0 / 240 -7/+10 Forced: 80% [70%] 2 All - YRP 41+11 17 29 - - Click!
  • value in [ ] is when used first? ([]内は相手ヘルファイア時のもの)
Cancel
Sparrowhawk Stance > H
- - - - - - - YRP - - Total 28 - - Click!

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Sickle Storm
2363214H
50×2,30×5 -5000 / 0 -6/+20x2,+10xN - 4 Mid - YRP 14+1 4,4(20)12{4 Hit} 39 -11 1~17 Full,18~19 Throw Click!
Shark Strike
214214S
20,42 -5000 / 0 -6/+20 Forced: 85% 4 Mid,All - YRP 3+2 11(8)2 6 +11 - Click!
  • 2nd hit pulls in

Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv. Hitbox
Amphora Conflagration
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+15
[5+12]
5 32 -20 9~28 Full
[5~21] Full
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 90F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - 6K 2S - - Sp
2P - - f.S 6H - Sp
6P 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
3P - - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 5P, 2P, 6P, 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - c.S, 2S 6H - Jump, Sp
c.S 5P, 2P, 6P, 3P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H 5D Sp
2S - - - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D -
6H - - - - - -
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P, j.6P j.K j.S j.H j.D Sp
j.K j.P, j.6P - j.S - j.D Jump, Sp
j.S j.P, j.6P - - j.H - -
j.H - - - - j.D Sp
j.D - - - - - Sp
j.6P - - j.S - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • 6K > c.S only works after 6K's second hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Changelog

See 1.03 patch notes.


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc