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

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|-
|-
! Defense
! Defense
|| {{#lst:GGXRD-R2/Axl Low/Data|defense}}
|| {{#lst:{{BASEPAGENAME}}/Data|defense}}
|-
|-
! Guts
! Guts
|| {{#lst:GGXRD-R2/Axl Low/Data|guts}}
|| {{#lst:{{BASEPAGENAME}}/Data|guts}}
|-
|-
! Weight
! Weight
|| {{#lst:GGXRD-R2/Axl Low/Data|weight}}
|| {{#lst:{{BASEPAGENAME}}/Data|weight}}
|-
|-
! Stun Resistance
! Stun Resistance
|| {{#lst:GGXRD-R2/Axl Low/Data|stunres}}
|| {{#lst:{{BASEPAGENAME}}/Data|stunres}}
|-
|-
! Prejump
! Prejump
|| {{#lst:GGXRD-R2/Axl Low/Data|prejump}}
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
|-
! backdash
! backdash
|| {{#lst:GGXRD-R2/Axl Low/Data|backdash}}
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|-
! Wakeup
! Wakeup
|| {{#lst:GGXRD-R2/Axl Low/Data|wakeup}}
|| {{#lst:{{BASEPAGENAME}}/Data|wakeup}}
|-
|-
|}
|}
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{{AttackVersion|name=5P|subtitle=}}
{{AttackVersion|name=5P|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
|-
|-
{{AttackVersion|name=5K|subtitle=}}
{{AttackVersion|name=5K|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|5K Full}}
{{#lst:{{BASEPAGENAME}}/Data|5K Full}}
|-
|-
{{AttackVersion|name=c.S|subtitle=}}
{{AttackVersion|name=c.S|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|c.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.S Full}}
|-
|-
{{AttackVersion|name=f.S|subtitle=}}
{{AttackVersion|name=f.S|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|f.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Full}}
|-
|-
{{AttackVersion|name=5H|subtitle=}}
{{AttackVersion|name=5H|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
|-
|-
{{AttackVersion|name=5D|subtitle=}}
{{AttackVersion|name=5D|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{AttackVersion|name=6P|subtitle=}}
{{AttackVersion|name=6P|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
|-
|-
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|6K Full}}
{{#lst:{{BASEPAGENAME}}/Data|6K Full}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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|-
|-
{{AttackVersion|name=6H|subtitle=}}
{{AttackVersion|name=6H|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|6H Full}}
{{#lst:{{BASEPAGENAME}}/Data|6H Full}}
|-
|-
{{AttackVersion|name=2P|subtitle=}}
{{AttackVersion|name=2P|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|2P Full}}
{{#lst:{{BASEPAGENAME}}/Data|2P Full}}
|-
|-
{{AttackVersion|name=2K|subtitle=}}
{{AttackVersion|name=2K|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|2K Full}}
{{#lst:{{BASEPAGENAME}}/Data|2K Full}}
|-
|-
{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|2S Full}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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|-
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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|-
|-
{{AttackVersion|name=2D|subtitle=}}
{{AttackVersion|name=2D|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{AttackVersion|name=3P|subtitle=}}
{{AttackVersion|name=3P|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|3P Full}}
{{#lst:{{BASEPAGENAME}}/Data|3P Full}}
|-
|-
{{AttackVersion|name=j.P|subtitle=}}
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|j.P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Full}}
|-
|-
{{AttackVersion|name=j.K|subtitle=}}
{{AttackVersion|name=j.K|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|j.K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Full}}
|-
|-
{{AttackVersion|name=j.S|subtitle=|rowspan=2}}
{{AttackVersion|name=j.S|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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|-
|-
{{AttackVersion|name=j.H|subtitle=}}
{{AttackVersion|name=j.H|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
|-
|-
{{AttackVersion|name=j.D|subtitle=}}
{{AttackVersion|name=j.D|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
|-
|-
{{AttackVersion|name=j.6P|subtitle=}}
{{AttackVersion|name=j.6P|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|j.6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6P Full}}
|-
|-
{{AttackVersion|name=j.6K|subtitle=|rowspan=2}}
{{AttackVersion|name=j.6K|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|j.6K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6K Full}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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|-
|-
{{AttackVersion|name=j.2S|subtitle=}}
{{AttackVersion|name=j.2S|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|j.2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2S Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|Ground Throw Full}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Full}}
|-
|-
{{Description|14|text={{ColumnList |text=*Frame advantage listed is on successful throw
{{Description|14|text={{ColumnList |text=*Frame advantage listed is on successful throw
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|Air Throw Full}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Full}}
|-
|-
{{Description|14|text=*Stun value: 30
{{Description|14|text=*Stun value: 30
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|-
|-
{{AttackVersion|name=Dead Angle Attack|subtitle=}}
{{AttackVersion|name=Dead Angle Attack|subtitle=}}
{{#lst:GGXRD-R2/Axl Low/Data|DAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Full}}
|-
|-
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|Blitz Attack Full}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Full}}
|-
|-
{{Description|14|text={{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
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  }}
  }}
{{AttackVersion|name=Blitz Attack |subtitle=Max Charge|rowspan=2}}
{{AttackVersion|name=Blitz Attack |subtitle=Max Charge|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|Blitz Attack Max Charge Full}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge Full}}
|-
|-
{{Description|14|text={{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
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|-
|-
{{AttackVersion|name=Sickle Flash |subtitle=[4]6S|rowspan=2}}
{{AttackVersion|name=Sickle Flash |subtitle=[4]6S|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|[4]6S Full}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S Full}}
|-
|-
{{Description|14|text={{ColumnList |text=
{{Description|14|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Melody Chain |subtitle=Sickle Flash > 8 or 9}}
{{AttackVersion|name=Melody Chain |subtitle=Sickle Flash > 8 or 9}}
{{#lst:GGXRD-R2/Axl Low/Data|[4]6S 8 or 9 Full}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 8 or 9 Full}}
|-
|-
{{AttackVersion|name=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3}}
{{AttackVersion|name=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3}}
{{#lst:GGXRD-R2/Axl Low/Data|[4]6S 2 or 3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 2 or 3 Full}}
|-
|-
{{AttackVersion|name=Artemis Hunter |subtitle=623S}}
{{AttackVersion|name=Artemis Hunter |subtitle=623S}}
{{#lst:GGXRD-R2/Axl Low/Data|623S Full}}
{{#lst:{{BASEPAGENAME}}/Data|623S Full}}
|-
|-
{{AttackVersion|name=Thunder Shadow Chain |subtitle=623K}}
{{AttackVersion|name=Thunder Shadow Chain |subtitle=623K}}
{{#lst:GGXRD-R2/Axl Low/Data|623K Full}}
{{#lst:{{BASEPAGENAME}}/Data|623K Full}}
|-
|-
{{AttackVersion|name=Spindle Spinner |subtitle=41236H}}
{{AttackVersion|name=Spindle Spinner |subtitle=41236H}}
{{#lst:GGXRD-R2/Axl Low/Data|41236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|41236H Full}}
|-
|-
{{AttackVersion|name=Heaven Can Wait (Mid) |subtitle=214P|rowspan=2}}
{{AttackVersion|name=Heaven Can Wait (Mid) |subtitle=214P|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214P Full}}
{{#lst:{{BASEPAGENAME}}/Data|214P Full}}
|-
|-
{{Description|14|text=*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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|-
|-
{{AttackVersion|name=Heaven Can Wait (Low) |subtitle=214K|rowspan=2}}
{{AttackVersion|name=Heaven Can Wait (Low) |subtitle=214K|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214K Full}}
{{#lst:{{BASEPAGENAME}}/Data|214K Full}}
|-
|-
{{Description|14|text=*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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|-
|-
{{AttackVersion|name=Axl Bomber |subtitle=j.623H}}
{{AttackVersion|name=Axl Bomber |subtitle=j.623H}}
{{#lst:GGXRD-R2/Axl Low/Data|j.623H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623H Full}}
|-
|-
{{AttackVersion|name=Sparrowhawk Stance |subtitle=214H|rowspan=2}}
{{AttackVersion|name=Sparrowhawk Stance |subtitle=214H|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
|-
|-
{{Description|14|text=*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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|-
|-
{{AttackVersion|name=→High |subtitle=Sparrowhawk Stance > P|rowspan=2}}
{{AttackVersion|name=→High |subtitle=Sparrowhawk Stance > P|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214H P Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H P Full}}
|-
|-
{{Description|14|text=*Cancelable to other attack follow-ups on hit
{{Description|14|text=*Cancelable to other attack follow-ups on hit
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|-
|-
{{AttackVersion|name=→Mid |subtitle=Sparrowhawk Stance > K|rowspan=2}}
{{AttackVersion|name=→Mid |subtitle=Sparrowhawk Stance > K|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214H K Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H K Full}}
|-
|-
{{Description|14|text=*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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|-
|-
{{AttackVersion|name=→Low |subtitle=Sparrowhawk Stance > S|rowspan=2}}
{{AttackVersion|name=→Low |subtitle=Sparrowhawk Stance > S|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214H S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H S Full}}
|-
|-
{{Description|14|text=*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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|-
|-
{{AttackVersion|name=Cancel |subtitle=Sparrowhawk Stance > H}}
{{AttackVersion|name=Cancel |subtitle=Sparrowhawk Stance > H}}
{{#lst:GGXRD-R2/Axl Low/Data|214H H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H H Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Sickle Storm |subtitle=2363214H<br/>[2363214D]|rowspan=2}}
{{AttackVersion|name=Sickle Storm |subtitle=2363214H<br/>[2363214D]|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|2363214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2363214H Full}}
|-
|-
{{Description|14|text=*Values in [ ] are for Burst version
{{Description|14|text=*Values in [ ] are for Burst version
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|-
|-
{{AttackVersion|name=Shark Strike |subtitle=214214S|rowspan=2}}
{{AttackVersion|name=Shark Strike |subtitle=214214S|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|214214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214S Full}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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|-
|-
{{AttackVersion|name=Amphora Conflagration |subtitle=During IK Mode: 236236H|rowspan=2}}
{{AttackVersion|name=Amphora Conflagration |subtitle=During IK Mode: 236236H|rowspan=2}}
{{#lst:GGXRD-R2/Axl Low/Data|IK Full}}
{{#lst:{{BASEPAGENAME}}/Data|IK Full}}
|-
|-
{{Description|14|text=*[ ] 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
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==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Axl Low/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}

Revision as of 08:13, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    

System Data

Defense
Guts
Weight
Stun Resistance
Prejump
backdash
Wakeup

Normal Moves

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

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

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

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

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

To edit frame data, edit values in GGXRD-R2/Axl Low/Frame Data/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.

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