GGXRD-R2/Answer/Frame Data

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System Data


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
  • 1st and 2nd hit has hitstop 6F
f.S
5HS
5D
6P
6K
6K
Feint
6HS
2P
2K
2S
2HS
  • Forces standing on ground hit
2D
j.P
j.K
j.S
  • Each hit has hitstop 6F
j.HS
j.D

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
  • Stun value 30
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
S Business Ninpo: Caltrops
236S
  • Card appears on 19F
H Business Ninpo: Caltrops
236H
  • Card appears on 21F
Business Ninpo: Under the Rug
22S/H
  • Reappears on 13F?
Business Ninpo: Under the Bus
421S/H
  • Attack only appears if the corresponding Business Card is deployed
Savvy Ninpo: Request for Approval
214P/K/S/H
  • Scrolls appear on 7F
Air Savvy Ninpo: Request for Approval
j.214P/K/S/H
  • Scrolls appear on 7F
Savvy Ninpo: Seal of Approval
Move to Request for Approval
  • Can cancel into followups 8~121F
Cancel Seal of Apprival
Seal > 22
Savvy Ninpo: Data Logging (Catch)
Seal > P
  • Automatically cancels into Down the Ladder if this guards an attack
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Down the Ladder
Seal > K
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Stepping Down
Seal > S
Savvy Ninpo: Into My Office
Seal > H
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Safety Net
Seal > D
  • Can cancel into all Seal followups on hit/block/whiff except another Safety Net
  • Values in [ ] mean when this attack is performed from low height
Resshou
46P
  • Only attacks if opponent is in range.
  • When not in range, recovery is 8F
  • When in range, recovery is 14F
Savvy Ninpo: Data Logging (Catch)
22P
Air Savvy Ninpo: Data Logging (Catch)
22P
Savvy Ninpo: Data Logging (Attack)
Air Savvy Ninpo: Data Logging (Attack)
  • Attack begins during opponent's Hitstop?
Savvy Ninpo: Tax Write-off
623K
  • Stun value 15, 62
Air Savvy Ninpo: Tax Write-off
j.623K
  • Stun value 62

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
Dead Stock Ninpo: Firesale
632146S
[632146D]
  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F, damage 20 [25]
Air Dead Stock Ninpo: Firesale
j.632146S
  • Hits 1-10 have 0F hitstop
  • Frame Adv listed is when performed from lowest possible height
Business Ultimate Ninpo: All Hands
236236K
  • 0F hitstop for all followup hits
  • Stun value 40,7*9,25

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
Summoner: The Basilisk
During IK Mode: 236236HS
  • [ ] 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 6K 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)

Navigation

To edit frame data, edit values in GGXRD-R2/Answer/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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