GGXRD-R2/Answer/Frame Data: Difference between revisions

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  |inv=1-13 Upper Body
  |inv=1-13 Upper Body

Revision as of 19:39, 24 June 2017

System Data

Defense Modifier: x1.03
Guts Rating: 0
Weight: Medium
Stun Resistance: 55
Prejump:
Backdash Time 21 / Invul: 1-12
Wakeup (Face Up/Down): /

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 6 - - - 0 - - - 4 3 6 +1 - -
5K 18 - - - 1 - - - 7 5 11 -4 - -
c.S 14x3 - - - 2 - - - 6 3(2)4(2)6 9 -1 - -
  • 1st and 2nd hit has hitstop 6F
f.S 30 - - - 2 - - - 9 6 18 -10 - -
5HS 40 - - - 4 - - - 9 6 23 -10 - -
5D 22 - - Initial: 80% 2 - - - 25 3 18 -8 - -
6P 26 - - - 2 - - - 9 5 16 -7 1-13 Upper Body -
6K 20 - - - 4 - - - 14 8 9 +2 - -
6K
Feint
- - - - 4 - - - - - 26 - - -
6HS 45 - - - 4 - - - 17 5 15 0 - -
2P 8 - - Initial: 80% 0 - - - 5 3 5 +2 - -
2K 14 - - Initial: 70% 0 - - - 7 6 6 -2 - -
2S 28 - - - 2 - - - 10 3 9 +2 - -
2HS 38 - - - 4 - - - 11 7 20 -8 - -
  • Forces standing on ground hit
2D 28 - - - 2 - - - 9 6 15 -7 - -
j.P 12 - - - 0 - - - 6 3 9 - - -
j.K 18 - - - 1 - - - 7 6 15 - - -
j.S 12x3 - - - 2 - - - 9 12 21 - - -
  • 2nd hit has startup 11F. 3rd hit 13F.
  • Each hit has hitstop 6F
j.HS 36 - - - 3 - - - 9 4 26 - - -
j.D 40 - - - 2 - - - 10 10 Total 36+5L - - -

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 60 - - Forced: 50% 0 Ground Throw: ?? - R 1 - - - - Click!
Air Throw 60 - - Forced: 65% 0 Air Throw: ?? - R 1 - - - - Click!
Dead Angle Attack 25 -5000 / 264 - Initial: 50% 2 All - - 11 - Total 32 -8 - Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - Click!
  • 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
50 - - - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - Click!
  • 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
S Business Ninpo: Caltrops
236S
20 - - - 1 - - - 12 - Total 42 -7 - -
  • Card appears on 19F
H Business Ninpo: Caltrops
236H
20 - - - 1 - - - 14 - Total 44 -7 - -
  • Card appears on 21F
Business Ninpo: Under the Rug
22S/H
- - - - - - - - - - Total 36 - - -
Business Ninpo: Under the Bus
421S/H
30 - - - 2 - - - 18 14 Total 40 +4 - -
Savvy Ninpo: Request for Approval
214P/K/S/H
- - - - - - - - - - Total 28 - - -
Air Savvy Ninpo: Request for Approval
j.214P/K/S/H
- - - - - - - - - - Total 48 - - -
Savvy Ninpo: Seal of Approval
Move to Request for Approval
- - - - - - - - - - Total 126 - - -
  • Can cancel into followups 8~120F
Cancel Seal of Apprival
Seal > 22
- - - - - - - - - - Total 6 - - -
Savvy Ninpo: Data Logging (Catch)
Seal > P
- - - - - - - - 1 - Total Until L+14 - 1~12F Guard -
Savvy Ninpo: Data Logging (Attack)
Data Logging > Catch Attack
30 - - - 1 - - - 33 Till L Total 39+ 6 after L - - -
Savvy Ninpo: Down the Ladder
Seal > K
30 - - - 1 - - - 9 Till L 6 - - -
Savvy Ninpo: Stepping Down
Seal > S
30 - - - 4 - - - 27 7 25 -13 9-18 Full -
Savvy Ninpo: Into My Office
Seal > H
30 - - - 3 - - - 21 Till L 10 - - -
Savvy Ninpo: Safety Net
Seal > D
34 - - - 4 - - - 10 4,6,7,8,9: 12F
1,2,3: Till L
4,6,7,8,9: 11F
1,2,3: 8F
- - -
  • Can cancel into all Seal followups on hit/block/whiff except another Safety Net
Resshou
46P
30 - - - 2 - - - 9 10 8 -1 - -
  • Only attacks if opponent is in range.
  • On whiff recovery is 8F
  • On hit recovery is 14F
Savvy Ninpo: Data Logging (Catch) - - - - - - - - 1 - 14 After L - 1~12F Guard, Airborne -
Savvy Ninpo: Data Logging (Attack)
22P
30 - - - 1 - - - 33 Till L 6 after L - - -
Air Savvy Ninpo: Data Logging (Catch)
22P
- - - - 1 - - - 1 - Total Until L+14 - 1~12F Guard -
Air Savvy Ninpo: Data Logging (Attack)
22P
30 - - - 1 - - - 33 Till L 6 after L - - -
Savvy Ninpo: Tax Write-off
623K
30,81 - - - 1 Throw: ?? - - 5 1 34 - - -
Air Savvy Ninpo: Tax Write-off
j.623K
125 - - - 1 Air Throw: ?? - - 5 1 Total Until L+12 - - -

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
Dead Stock Ninpo: Firesale
632146S
[632146D]
20,18x10,50
[25,22x10,10]
- - - 2 - - - 18+5 - Total: 18+53 +16 - -
  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F
Air Dead Stock Ninpo: Firesale
j.632146S
13x9,70 - - - 4 - - - 10+4 - Total: 10+Until L - - -
  • Hits 1-10 have 0F hitstop
Business Ultimate Ninpo: All Hands
236236K
40,15x10,45 - - - 2 - - - 4+0 6 45 -38 - -
  • 0F hitstop for all followup hits

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
Summoner: The Basilisk
During IK Mode: 236236HS
DESTROY - - - 3 - - - 9+16
[6+10]
5 17
[11]
-5 9-28 Full
[6-20 Full]
-
  • [ ] 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 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, SP
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 2D SP
6P - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D SP
5K 6P - c.S, f.S, 2S 2H 5D, 2D Jump, SP
2K 6P 5K, 6K c.S, f.S, 2S 2H 5D, 2D SP
6K - - - 6H - Jump, SP
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, SP
f.S - - 2S 5H, 2H 2D SP
2S - - - 5H, 2H, 6H 5D SP
5H - - - - 5D Jump, SP
2H - 6K - - 5D, 2D Jump, SP
6H - - - - - 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.S j.H j.D Jump, SP
j.S j.P - - j.H j.D Jump, SP
j.H - - - - - SP
j.D - - - - - SP
  • 5D can be only canceled into Homing Jump and Homing Dash on ground 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)

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