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

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{{#lsth:GGXRD-R2/Axl Low/Data|6K Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|6K Full}}
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{{Description|14|*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|2S Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|2S Full}}
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{{Description|14|*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|2H Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|2H Full}}
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{{Description|14|*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|j.S Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|j.S Full}}
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{{Description|14|*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|j.6K Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|j.6K Full}}
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{{Description|14|*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|Ground Throw Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|Ground Throw Full}}
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{{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}}
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|Air Throw Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|Air Throw Full}}
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{{Description|14|*Stun value: 30
{{Description|14|text=*Stun value: 30
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Full}}
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{{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)
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{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Max Charge Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|Blitz Attack Max Charge Full}}
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{{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)
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{{#lsth:GGXRD-R2/Axl Low/Data|[4]6S Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|[4]6S Full}}
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{{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
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{{#lsth:GGXRD-R2/Axl Low/Data|214P Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|214P Full}}
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{{Description|14|*Damage and Frame Advantage listed is on successful catch
{{Description|14|text=*Damage and Frame Advantage listed is on successful catch
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|214K Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|214K Full}}
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{{Description|14|*Damage and Frame Advantage listed is on successful catch
{{Description|14|text=*Damage and Frame Advantage listed is on successful catch
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|214H Full}}
{{#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|text=*Followup moves are possible at 23F and become unblockable at 150F
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  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|214H > P Full}}
{{#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|text=*Cancelable to other attack follow-ups on hit
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|214H > K Full}}
{{#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|text=*Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|214H > S Full}}
{{#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|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
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|2363214H Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|2363214H Full}}
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{{Description|14|*Values in [ ] are for Burst version
{{Description|14|text=*Values in [ ] are for Burst version
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|214214S Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|214214S Full}}
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{{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
  }}
  }}
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{{#lsth:GGXRD-R2/Axl Low/Data|IK Full}}
{{#lsth:GGXRD-R2/Axl Low/Data|IK Full}}
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{{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
  • 2nd hit pulls in
6H
2P
2K
2S
  • 2nd hit pulls in
2H
  • 2nd hit pulls in
2D
3P
j.P
j.K
j.S
  • 2nd hit pulls in
j.H
j.D
j.6P
j.6K
  • 2nd hit pulls in
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
  • Frame advantage listed is on successful throw
  • Stun value: 25
Air Throw
  • Stun value: 30
Dead Angle Attack
Blitz Attack
  • 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
  • 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 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
  • 30F charge time
  • Can cancel into followups 36~41F
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
  • Damage and Frame Advantage listed is on successful catch
Heaven Can Wait (Low)
214K
  • Damage and Frame Advantage listed is on successful catch
Axl Bomber
j.623H
Sparrowhawk Stance
214H
  • Followup moves are possible at 23F and become unblockable at 150F
→High
Sparrowhawk Stance > P
  • Cancelable to other attack follow-ups on hit
→Mid
Sparrowhawk Stance > K
  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
→Low
Sparrowhawk Stance > S
  • 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
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]
  • Values in [ ] are for Burst version
Shark Strike
214214S
  • 2nd hit pulls in
  • 2nd hit staggers for 69F max, frame adv between +62F~+27F

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
  • [ ] 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 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.