GGXRD/Chipp Zanuff/Frame Data 1.0: Difference between revisions

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Revision as of 09:36, 28 January 2015

System Data

Defense Modifier: x1.30

Guts Rating: 5

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 21F

Backdash Invincibility: 1-9F

Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
6 144 8 - 0 Mid CSJ YRP 3 1 8 +1 -
5K
12 144 8 Initial: 85% 0 Mid CSJ YRP 5 5 8 -3 -
c.S
28 264 7 - 2 Mid SJ YRP 4 2 10 +2 -
f.S
26 264 7 - 2 Mid S YRP 7 2 18 -6 -
5H
30 384 6 Initial: 95% 4 Mid SJ YRP 10 7 16 -4 -
2P
6 144 8 Initial: 80% 0 Mid CS YRP 4 2 7 +1 -
2K
8 144 8 Initial: 70% 0 Low CS YRP 5 4 7 -1 -
2S
28 264 7 - 2 Mid S YRP 7 4 11 -1 -
2H
34 384 6 Initial: 90% 4 Mid S YRP 7 9 18 -8 -
j.P
8 144 8 - 0 High / Air CS YRP 5 4 4 - -
j.K
16×2 144 8 - 0 High / Air CSJ YRP 5 6,2 8 - -
j.S
28 264 7 - 2 High / Air SJ YRP 9 10 18 - -
j.H
26×2 264 7 - 2 High / Air S YRP 8 6,6 29 - -
j.D
36 264 7 - 2 High / Air S YRP 6 8 18 / 5 Landing Recovery - -
6P
22 264 7 - 2 Mid SJ YRP 9 3 25 -14 1~3 Above Knees,4~11 Low Profile
6K
20 264 7 - 1 High / Air - YRP 19 5 5+3 After Landing -1 1~4 Throw,5~Airborne& Foot
6H
60 384 6 - 4 Mid SJ YRP 17 6 15 -2 -
j.2K
16×3 144 8 - 0 All - YRP 8 Until Landing 0 - -
2D
26 264 7 - 1 Low S YRP 9 2 17 -7 5~10 Foot
5D
22 264 20 Initial: 80% 2 High - YRP 27 4 9 +1 -
Dead Angle Attack
25 -5000 / 264 7 Initial: 50% 2 All - - 11 8 14 -8 1~18 Full,19~24 Throw

Throws

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,60 480 6,0 Forced: 65% 0 Ground Throw: 63000 - R 1 - - +40 -
Air Throw
0,60 480 6,0 Forced: 65% 0,4 Air Throw: 192500 - R 1 - - - -

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Alpha Blade
236P
36 150 / 360 6 - 3 Mid - YRP 17 15 32 -30 1~Airborne,5~16 Low Profile,17~22 Strike
Aeria Alpha Blade
j.236P
32 75 / 360 7 - 2 All - YRP 14 14 18 After Landing / 18 Landing Recovery -19 -
  • Frame Advantage is on lowest height
Alpha Plus
Alpha Blade > H
38 150 / 600 6 - 3 Mid - YRP 9 12 18 -13 -
Beta Blade
623S
30,26 200 / 600,240 7 - 2 Mid - R 5 4,18 16+10 After Landing -30 1~12 Strike,9~Airborne
Aerial Beta Blade
j.623S
28,18 200 / 480,240 6 - 4 All - R 3 2,16 5 After Landing - 1~4 Strike
Gamma Blade
41236H
32 200 / 120 20 - 2 All - YRP 19 9 Total 56 +5 -
Genrouzan
63214S
0,90 300 / 0,720 6,0 Forced: 60% 0,4 Ground Throw - YRP 27 11 9 +54 9 Strike,10~Airborne& Foot
Tsuyoshishiki Meisai
214K
- - - - - - - Y - - Total 29 - -
Tsuyoshishiki Ten'i (P)
22P
- 50 / - - - - - Y - - Total 21 - 7~15 Strike
Tsuyoshishiki Ten'i (K)
22K
- 50 / - - - - - Y - - Total 30 - 10~12 Strike
Tsuyoshishiki Ten'i (S)
22S
- 50 / - - - - - Y - - Total 20 - 10~12 Strike
Tsuyoshishiki Ten'i (H)
22H
- 50 / - - - - - Y - - Total 26 - 10~12 Strike
Resshou
236S
18 125 / 300 7 - 2 Mid - YRP 13 5 10 -1 -
Rokusai
Resshou > 236S
22 125 / 300 6 - 4 Low - YRP 8 1 25 -7 -
Senshuu
Resshou or Rokusai > 236K
30 125 / 480 6 - 3 High - YRP 25 6 10+12 After Landing -11 15~Airborne& Low Body
Shuriken (Slow)
j.214P
1 50 / 120 8 - 0 All - YRP 23 - Until Landing+6 After Landing / 6 Landing Recovery - -
Shuriken (Fast)
j.214P
1 50 / 120 8 - 0 All - YRP 8 - Total 16 / 3 Landing Recovery - -
Shinkirou
623H
20 150 / 360 7 - 2 All - YRP 16 12 16 -14 16~Airborne
Wall Cling
Near Wall > 64
- - - - - - - YRP - - - - -
  • 12~Followup moves possible
Up and Down Movement
Wall Cling > 8 or 2
- - - - - - - YRP - - - - -
  • 10~Double Jump or Air Dash or Air Backdash possible
Horizontal Movement
Wall Cling > 6 or 3 or 9
- - - - - - - YRP - - Until Landing - -
Jump Down
Wall Cling > 4
- - - - - - - YRP - - Total 6 - -
Wall Followup Alpha Blade
Wall Cling > P
32 75 / 360 7 - 2 All - YRP 17 Until Landing 23 - -
Wall Followup Kunai
Wall Cling > K
10 50 / 120 8 - 0 All - YRP 9 - Total 18 - -
Wall Followup Genrouzan
Wall Cling > S
0,90 300 / 0,720 6,0 Forced: 60% 0,4 Ground Throw: 17500 - YRP 17 Until Landing 18 After Landing - -
Wall Followup Genouzan
Wall Cling > H
0,90 300 / 0,720 6,0 Forced: 60% 0,4 Air Throw: 17500 - YRP 17 19 Until Landing+10 After Landing - -

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Zansei Rouga
24×5,110 -5000 6 - 4 Mid - YRP 21+0 Until Corner 26 After Landing -91 1~5 Throw,6~21 Full,21~Airborne
  • Frame Advantage is on crouching block Sol
Ryuu Yanagi
j.214214K
20×12 -5000 7 - 2 All - Y 1+2 - Total 21 - -
Banki Messai
236236K
6×32,38×4 -5000 2×32,6×4 - 2×32,4×4 Mid×32, All×4 - YRP 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 - -14 3~10 Strike
  • Startup depends on distance / Whiff Total 49

Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Raisetsudan
During IK Mode: 236236H
DESTROY - 6 - 3 All - - 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 102F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 5P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Jump, Sp
6H - - - - - Jump, Sp
5D - - - - - Homing jump, Homing dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P j.K j.S j.H j.D Jump, Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc