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

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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-


{{AttackVersion|name=5P|subtitle=}}
{{AttackVersion|name=5P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
|-
|-
{{AttackVersion|name=5K|subtitle=}}
{{AttackVersion|name=5K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5K Full}}
{{#lst:{{BASEPAGENAME}}/Data|5K}}
{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
|-
|-
{{AttackVersion|name=c.S|subtitle=}}
{{AttackVersion|name=c.S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|c.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.S}}
{{#lst:{{BASEPAGENAME}}/Data|c.S Extra}}
|-
|-
{{AttackVersion|name=f.S|subtitle=}}
{{AttackVersion|name=f.S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.S}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Extra}}
|-
|-
{{AttackVersion|name=5H|subtitle=}}
{{AttackVersion|name=5H|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{AttackVersion|name=5D|subtitle=}}
{{AttackVersion|name=5D|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
|-
{{AttackVersion|name=6P|subtitle=}}
{{AttackVersion|name=6P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
|-
|-
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6K Full}}
{{#lst:{{BASEPAGENAME}}/Data|6K}}
{{#lst:{{BASEPAGENAME}}/Data|6K Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|6H Full}}
{{#lst:{{BASEPAGENAME}}/Data|6H}}
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}
|-
|-
{{AttackVersion|name=2P|subtitle=}}
{{AttackVersion|name=2P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2P Full}}
{{#lst:{{BASEPAGENAME}}/Data|2P}}
{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
|-
|-
{{AttackVersion|name=2K|subtitle=}}
{{AttackVersion|name=2K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2K Full}}
{{#lst:{{BASEPAGENAME}}/Data|2K}}
{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
|-
|-
{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
|-
{{AttackVersion|name=3P|subtitle=}}
{{AttackVersion|name=3P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|3P Full}}
{{#lst:{{BASEPAGENAME}}/Data|3P}}
{{#lst:{{BASEPAGENAME}}/Data|3P Extra}}
|-
|-
{{AttackVersion|name=j.P|subtitle=}}
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.P}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Extra}}
|-
|-
{{AttackVersion|name=j.K|subtitle=}}
{{AttackVersion|name=j.K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.K}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
|-
|-
{{AttackVersion|name=j.S|subtitle=|rowspan=2}}
{{AttackVersion|name=j.S|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{AttackVersion|name=j.D|subtitle=}}
{{AttackVersion|name=j.D|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
|-
{{AttackVersion|name=j.6P|subtitle=}}
{{AttackVersion|name=j.6P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6P}}
{{#lst:{{BASEPAGENAME}}/Data|j.6P Extra}}
|-
|-
{{AttackVersion|name=j.6K|subtitle=|rowspan=2}}
{{AttackVersion|name=j.6K|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.6K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6K}}
{{#lst:{{BASEPAGENAME}}/Data|j.6K Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2S}}
{{#lst:{{BASEPAGENAME}}/Data|j.2S Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Full}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|Air Throw Full}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|DAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|DAA}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
|-
|-
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Full}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge Full}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge Extra}}
|-
|-
{{Description|14|text={{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
|-
|-
{{AttackVersion|name=Sickle Flash |subtitle=[4]6S|rowspan=2}}
{{AttackVersion|name=Sickle Flash |subtitle=[4]6S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S Full}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|[4]6S 8 or 9 Full}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 8 or 9}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 8 or 9 Extra}}
|-
|-
{{AttackVersion|name=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3}}
{{AttackVersion|name=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 2 or 3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 2 or 3}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 2 or 3 Extra}}
|-
|-
{{AttackVersion|name=Artemis Hunter |subtitle=623S}}
{{AttackVersion|name=Artemis Hunter |subtitle=623S}}
{{#lst:{{BASEPAGENAME}}/Data|623S Full}}
{{#lst:{{BASEPAGENAME}}/Data|623S}}
{{#lst:{{BASEPAGENAME}}/Data|623S Extra}}
|-
|-
{{AttackVersion|name=Thunder Shadow Chain |subtitle=623K}}
{{AttackVersion|name=Thunder Shadow Chain |subtitle=623K}}
{{#lst:{{BASEPAGENAME}}/Data|623K Full}}
{{#lst:{{BASEPAGENAME}}/Data|623K}}
{{#lst:{{BASEPAGENAME}}/Data|623K Extra}}
|-
|-
{{AttackVersion|name=Spindle Spinner |subtitle=41236H}}
{{AttackVersion|name=Spindle Spinner |subtitle=41236H}}
{{#lst:{{BASEPAGENAME}}/Data|41236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|41236H}}
{{#lst:{{BASEPAGENAME}}/Data|41236H Extra}}
|-
|-
{{AttackVersion|name=Heaven Can Wait (Mid) |subtitle=214P|rowspan=2}}
{{AttackVersion|name=Heaven Can Wait (Mid) |subtitle=214P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214P Full}}
{{#lst:{{BASEPAGENAME}}/Data|214P}}
{{#lst:{{BASEPAGENAME}}/Data|214P Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214K Full}}
{{#lst:{{BASEPAGENAME}}/Data|214K}}
{{#lst:{{BASEPAGENAME}}/Data|214K Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.623H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623H}}
{{#lst:{{BASEPAGENAME}}/Data|j.623H Extra}}
|-
|-
{{AttackVersion|name=Sparrowhawk Stance |subtitle=214H|rowspan=2}}
{{AttackVersion|name=Sparrowhawk Stance |subtitle=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214H P Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H P}}
{{#lst:{{BASEPAGENAME}}/Data|214H P Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214H K Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H K}}
{{#lst:{{BASEPAGENAME}}/Data|214H K Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214H S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H S}}
{{#lst:{{BASEPAGENAME}}/Data|214H S Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214H H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H H}}
{{#lst:{{BASEPAGENAME}}/Data|214H H Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Sickle Storm |subtitle=2363214H<br/>[2363214D]|rowspan=2}}
{{AttackVersion|name=Sickle Storm |subtitle=2363214H<br/>[2363214D]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2363214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2363214H}}
{{#lst:{{BASEPAGENAME}}/Data|2363214H Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214S}}
{{#lst:{{BASEPAGENAME}}/Data|214214S Extra}}
|-
|-
{{Description|14|text=*2nd hit pulls in
{{Description|14|text=*2nd hit pulls in
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Amphora Conflagration |subtitle=During IK Mode: 236236H|rowspan=2}}
{{AttackVersion|name=Amphora Conflagration |subtitle=During IK Mode: 236236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|IK Full}}
{{#lst:{{BASEPAGENAME}}/Data|IK}}
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
|-
|-
{{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

Revision as of 23:11, 6 March 2021

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System Data


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
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/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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