No edit summary |
|||
Line 37: | Line 37: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|6K Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|6K Full}} | ||
|- | |- | ||
{{Description|14|*2nd hit pulls in | {{Description|14|text=*2nd hit pulls in | ||
}} | }} | ||
|- | |- | ||
Line 52: | Line 52: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|2S Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|2S Full}} | ||
|- | |- | ||
{{Description|14|*2nd hit pulls in | {{Description|14|text=*2nd hit pulls in | ||
}} | }} | ||
|- | |- | ||
Line 58: | Line 58: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|2H Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|2H Full}} | ||
|- | |- | ||
{{Description|14|*2nd hit pulls in | {{Description|14|text=*2nd hit pulls in | ||
}} | }} | ||
|- | |- | ||
Line 76: | Line 76: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|j.S Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|j.S Full}} | ||
|- | |- | ||
{{Description|14|*2nd hit pulls in | {{Description|14|text=*2nd hit pulls in | ||
}} | }} | ||
|- | |- | ||
Line 91: | Line 91: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|j.6K Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|j.6K Full}} | ||
|- | |- | ||
{{Description|14|*2nd hit pulls in | {{Description|14|text=*2nd hit pulls in | ||
}} | }} | ||
|- | |- | ||
Line 106: | Line 106: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|Ground Throw Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|Ground Throw Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Frame advantage listed is on successful throw | {{Description|14|text={{ColumnList |text=*Frame advantage listed is on successful throw | ||
*Stun value: 25}} | *Stun value: 25}} | ||
}} | }} | ||
Line 113: | Line 113: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|Air Throw Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|Air Throw Full}} | ||
|- | |- | ||
{{Description|14|*Stun value: 30 | {{Description|14|text=*Stun value: 30 | ||
}} | }} | ||
|- | |- | ||
Line 122: | Line 122: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Hitstop 30F | {{Description|14|text={{ColumnList |text=*Hitstop 30F | ||
*Slighty refills own Burst and slightly drains opponent's Burst on hit | *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) | *Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH) | ||
Line 131: | Line 131: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Max Charge Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Max Charge Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Hitstop 30F | {{Description|14|text={{ColumnList |text=*Hitstop 30F | ||
*Slighty refills own Burst and slightly drains opponent's Burst on hit | *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) | *Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH) | ||
Line 149: | Line 149: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|[4]6S Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|[4]6S Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text= | {{Description|14|text={{ColumnList |text= | ||
*30F charge time | *30F charge time | ||
*Can cancel into followups 36~41F | *Can cancel into followups 36~41F | ||
Line 173: | Line 173: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214P Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214P Full}} | ||
|- | |- | ||
{{Description|14|*Damage and Frame Advantage listed is on successful catch | {{Description|14|text=*Damage and Frame Advantage listed is on successful catch | ||
}} | }} | ||
|- | |- | ||
Line 179: | Line 179: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214K Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214K Full}} | ||
|- | |- | ||
{{Description|14|*Damage and Frame Advantage listed is on successful catch | {{Description|14|text=*Damage and Frame Advantage listed is on successful catch | ||
}} | }} | ||
|- | |- | ||
Line 188: | Line 188: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214H Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214H Full}} | ||
|- | |- | ||
{{Description|14|*Followup moves are possible at 23F and become unblockable at 150F | {{Description|14|text=*Followup moves are possible at 23F and become unblockable at 150F | ||
}} | }} | ||
|- | |- | ||
Line 194: | Line 194: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214H > P Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214H > P Full}} | ||
|- | |- | ||
{{Description|14|*Cancelable to other attack follow-ups on hit | {{Description|14|text=*Cancelable to other attack follow-ups on hit | ||
}} | }} | ||
|- | |- | ||
Line 200: | Line 200: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214H > K Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214H > K Full}} | ||
|- | |- | ||
{{Description|14|*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range. | {{Description|14|text=*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range. | ||
}} | }} | ||
|- | |- | ||
Line 206: | Line 206: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214H > S Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214H > S Full}} | ||
|- | |- | ||
{{Description|14|*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range. | {{Description|14|text=*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range. | ||
*Values in [ ] are when Low is used first after entering Sparrowhawk Stance | *Values in [ ] are when Low is used first after entering Sparrowhawk Stance | ||
}} | }} | ||
Line 222: | Line 222: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|2363214H Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|2363214H Full}} | ||
|- | |- | ||
{{Description|14|*Values in [ ] are for Burst version | {{Description|14|text=*Values in [ ] are for Burst version | ||
}} | }} | ||
|- | |- | ||
Line 228: | Line 228: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|214214S Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|214214S Full}} | ||
|- | |- | ||
{{Description|14|*2nd hit pulls in | {{Description|14|text=*2nd hit pulls in | ||
*2nd hit staggers for 69F max, frame adv between +62F~+27F | *2nd hit staggers for 69F max, frame adv between +62F~+27F | ||
}} | }} | ||
Line 242: | Line 242: | ||
{{#lsth:GGXRD-R2/Axl Low/Data|IK Full}} | {{#lsth:GGXRD-R2/Axl Low/Data|IK Full}} | ||
|- | |- | ||
{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*IK Mode Activation: 90F [5F+5F] | *IK Mode Activation: 90F [5F+5F] | ||
}} | }} |
Revision as of 01:17, 23 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 | |||||||||||||
| |||||||||||||
6H | |||||||||||||
2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
| |||||||||||||
2H | |||||||||||||
| |||||||||||||
2D | |||||||||||||
3P | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
| |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
j.6P | |||||||||||||
j.6K | |||||||||||||
| |||||||||||||
j.2S |
Universal Mechanics
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 | |||||||||||||
| |||||||||||||
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 | |||||||||||||
| |||||||||||||
Heaven Can Wait (Low) 214K | |||||||||||||
| |||||||||||||
Axl Bomber j.623H | |||||||||||||
Sparrowhawk Stance 214H | |||||||||||||
| |||||||||||||
→High Sparrowhawk Stance > P | |||||||||||||
| |||||||||||||
→Mid Sparrowhawk Stance > K | |||||||||||||
| |||||||||||||
→Low Sparrowhawk Stance > S | |||||||||||||
| |||||||||||||
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] | |||||||||||||
| |||||||||||||
Shark Strike 214214S | |||||||||||||
|
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 | |||||||||||||
|
Gatling Table
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 |
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)
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.