GGXRD-R2/Axl Low/Frame Data: Difference between revisions

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{{AttackVersion|name=Axl Bomber |subtitle=j.623H}}{{#lsth:GGXRD-R2/Axl Low/Data|j.623H Full}}
{{AttackVersion|name=Axl Bomber |subtitle=j.623H}}{{#lsth:GGXRD-R2/Axl Low/Data|j.623H Full}}
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|-
{{AttackVersion|name=Sparrowhawk Stance |subtitle=214H|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|63214H Full}}
{{AttackVersion|name=Sparrowhawk Stance |subtitle=214H|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|214H Full}}
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|-
{{Description|14|*Followup moves are possible at 23F and become unblockable at 150F
{{Description|14|*Followup moves are possible at 23F and become unblockable at 150F
  }}
  }}
|-
|-
{{AttackVersion|name=→High |subtitle=Sparrowhawk Stance > P|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|63214H > P Full}}
{{AttackVersion|name=→High |subtitle=Sparrowhawk Stance > P|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > P Full}}
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{{Description|14|*Cancelable to other attack follow-ups on hit
{{Description|14|*Cancelable to other attack follow-ups on hit
  }}
  }}
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|-
{{AttackVersion|name=→Mid |subtitle=Sparrowhawk Stance > K|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|63214H > K Full}}
{{AttackVersion|name=→Mid |subtitle=Sparrowhawk Stance > K|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > K Full}}
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{{Description|14|*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
{{Description|14|*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
  }}
  }}
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|-
{{AttackVersion|name=→Low |subtitle=Sparrowhawk Stance > S|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|63214H > S Full}}
{{AttackVersion|name=→Low |subtitle=Sparrowhawk Stance > S|rowspan=2}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > S Full}}
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{{Description|14|*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
{{Description|14|*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
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  }}
  }}
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{{AttackVersion|name=Cancel |subtitle=Sparrowhawk Stance > H}}{{#lsth:GGXRD-R2/Axl Low/Data|63214H > H Full}}
{{AttackVersion|name=Cancel |subtitle=Sparrowhawk Stance > H}}{{#lsth:GGXRD-R2/Axl Low/Data|214H > H Full}}
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Revision as of 05:28, 10 February 2019

System Data


Normal Moves

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
5K
c.S
f.S
5H
5D
6P
6K

{{{text}}}

6H
2P
2K
2S

{{{text}}}

2H

{{{text}}}

2D
3P
j.P
j.K
j.S

{{{text}}}

j.H
j.D
j.6P
j.6K

{{{text}}}

j.2S

Universal Mechanics

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw

{{{text}}}

Air Throw

{{{text}}}

Dead Angle Attack
Blitz Attack

{{{text}}}

Blitz Attack
Max Charge

{{{text}}}

Special Moves

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Sickle Flash
[4]6S

{{{text}}}

Melody Chain
Sickle Flash > 8 or 9
Spinning Chain Strike
Sickle Flash > 2 or 3
Artemis Hunter
623S
Thunder Shadow Chain
623K
Spindle Spinner
41236H
Heaven Can Wait (Mid)
214P

{{{text}}}

Heaven Can Wait (Low)
214K

{{{text}}}

Axl Bomber
j.623H
Sparrowhawk Stance
214H

{{{text}}}

→High
Sparrowhawk Stance > P

{{{text}}}

→Mid
Sparrowhawk Stance > K

{{{text}}}

→Low
Sparrowhawk Stance > S

{{{text}}}

Cancel
Sparrowhawk Stance > H

Overdrives

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Sickle Storm
2363214H
[2363214D]

{{{text}}}

Shark Strike
214214S

{{{text}}}

Instant Kill

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Amphora Conflagration
During IK Mode: 236236H

{{{text}}}

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 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 5D, 2D Sp
2K - - c.S, f.S, 2S - 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 Sp
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 - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
j.6P - j.6K j.S - - Sp
j.6K j.P, j.6P - j.S j.H j.D Sp
j.2S j.P, j.6P - - j.H - 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)

Navigation

Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.