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

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  |cancel= |roman=Azami:R<br/>Suzuran:YRP |startup=12 |active=6 |recovery=32+6 after landing |frameAdv=-34 |inv=  
  |cancel= |roman=Azami:R<br/>Suzuran:YRP |startup=12 |active=6 |recovery=32+6 after landing |frameAdv=-34 |inv=  
  |hitbox=
  |hitbox=
  |description=
  |description= Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)
  }}
  }}
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  |version=Mawari-komi |subtitle=Ground Azami or Suzuran > K
  |version=Mawari-komi |subtitle=Ground Azami or Suzuran > K
  |damage= |tension=250/- |risc= |prorate= |level= |guard=
  |damage= |tension=250/- |risc= |prorate= |level= |guard=
  |cancel= |roman=Suzuran:YRP |startup= |active= |recovery=Total 30 |frameAdv= |inv=Azami: 1~16 strike
  |cancel= |roman=Suzuran:YRP |startup= |active= |recovery=Total 30 |frameAdv= |inv=Azami: 1~16 full
  |hitbox=
  |hitbox=
  |description={{ColumnList |text=*Can go through opponent
  |description={{ColumnList |text=*Can go through opponent

Revision as of 10:40, 18 December 2018

Template:CharNav-GGXRD-R2

System Data

Defense Modifier:
Guts Rating:
Weight:
Stun Resistance:
Prejump:
Backdash Time / Invul:
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 8 144 -8/+3 - 0 Mid CSJ YRP 5 2 6 +2 - Click!
5K 14 264 -7/+6 - 1 Mid SJ YRP 7 5 8 -1 - Click!
c.S 28 264 -7/+10 - 2 Mid SJ YRP 9 2 16 -4 - Click!
f.S 30 264 -7/+10 - 2 Mid SJ YRP 9 6 15 -7 - Click!
5HS 44 384 -6/+20 - 4 Mid S YRP 11 2 22 -5 - Click!
5D 20 384 -20/+20 Initial 80% 4 High - YRP 25 2 26 -9 - Click!
6P 30 264 -7/+10 - 2 Mid SJ YRP 9 7 15 -8 1-4 Upper Body
5-8 Above knee
9-11 Low profile
Click!
6K 24 384 -6/+14 - 3 Mid S YRP 12 9 6 +2 1-11 Throw Click!
6HS 52 384 -6/+20 - 4 Mid S YRP 14 8 28 -17 - Click!
2P 8 144 -8/+3 Initial:80% 0 Mid CS YRP 6 3 7 ±0 - Click!
2K 12 144 -8/+3 Initial:70% 0 Low S YRP 5 5 6 -1 - Click!
2S 32 264 -7/+10 - 2 Mid S YRP 11 3 13 -2 - Click!
2HS 48 384 -6/+20 - 4 Low S YRP 17 6 22 -9 10-42 Above knees Click!
2D 30 264 -7/+10 Initial:80% 2 Low SJ YRP 8 9 16 -11 - Click!
j.P 10 144 -8/+12 - 0 High/Air CS YRP 5 8 10 - - Click!
j.K 18 264 -7/+10 - 2 High/Air SJ YRP 7 8 12 - - Click!
j.S 32 264 -7/+10 - 2 High/Air S YRP 8 7 19 - - Click!
j.HS 40 384 -6/+20 - 4 High/Air S YRP 15 Until L 0 - - Click!
j.D 38 384 -7/+14 - 3 High/Air - YRP 12 3 26 + 6 after landing - - Click!
  • Can YRC on 7F and attack will still come out

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 0, 60 0, 480 -6,0/NA Forced: 50% 0 Ground Throw: 70000 - R 1 - - +66 - Click!
  • On successful throw, 14F window until the opponent lands
  • Stun: 30
Air Throw 0,60 0, 480 -6,0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 - Initial: 50% 2 All - - 11 7 15 -8 1~17 All Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz 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 20 +5 1~50: Blitz 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
Tatami Gaeshi
236K
40 250/120 -7/+2 - 2 All - YRP 15 17 Total 45 -4 - -
Air Tatami Gaeshi
j.236K
40 250/120 -7/+2 - 2 All - YRP 20 Until Ground Until landing + 12 +17 - -
  • Frame Adv listed is for lowest IAD Tatami
Yozan Sen
j.623S
44 100/480 -7/+10 - 2 High/Air - YRP 6 12 14+ 6 after Landing -17 - -
Suzuran
63214K
- 200/- - - - - - - - - Total 28 - 4-25 Guard -
  • Can cancel into followps 2F onwards
  • Guards high and mid attacks
Ground Azami
S+H or 2S+H
- 0/100 - - - - - - 1 12 ~Max100F(hold) Total 34~122 - Parry 1~100F -
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest Azami > Followup is 1F (236236Hs) other followups are 3F
Guard > Azami
During Blockstun > S+H
- 0/100 - - - - - - 1 3 Total 46 - Parry 1-3~8F -
  • Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
Kuchinashi
Ground Azami or Suzuran > P
42 150/360 -7/+3 Initial: 70% 2 Mid - Azami:R
Suzuran:YRP
12 6 32+6 after landing -34 - -

Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)

Mawari-komi
Ground Azami or Suzuran > K
- 250/- - - - - - Suzuran:YRP - - Total 30 - Azami: 1~16 full -
  • Can go through opponent
Sakura
Ground Azami or Suzuran > S
30 150/360 -6/+20 - 4 Mid - Azami:R Suzuran:YRP 17 2 Azami: 31
Suzuran: 25
Azami: -14
Suzuran: -8
Azami: 1~18 Strike -
Rokkon Sogi
Ground Azami or Suzuran > H
40 150/360 -6/+20 Azami: initial 85% 4 Mid - Azami:R Suzuran:YRP 13~23 4 Azami: 24
Suzuran: 17
Azami: -9
Suzuran: -2
- -
Yasha Gatana
Ground Azami or Suzuran > D
25 150/120 -8/+2 - 0 All - YRP 33 - Total 48 +5 - -
  • Can YRC on 25F and attack will still come out
Air Azami
j.S+H
- -/100 - - - - - - 1 11 ~Max100(Hold) Total 35~124 +10 after landing - Parry 1~100F -
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
Guard > Air Azami
Guard > j.S+H
- -/100 - - - - - - 1 3 Total Until Landing + 6 - Parry 1-3F -
  • Can cancel guard into Azami during hitstop and blockstun
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
P Tsubaki
Air Azami > P
44 150/480 -7/+10 Initial: 80% 2 All - R 9 11 16 - - -
K Tsubaki
Air Azami > K
44 150/480 -7/+10 Initial: 80% 2 All - R 14 10 16 - - -
S Kykyo
Air Azami > S
40 200/480 -7/+10 Initial:80% 2 All - R 19 Until Landing Until L+26 -15 - -
  • Frame Adv listed is vs standing Sol
H Kykyo
Air Azami > H
40 200/480 -7/+10 Initial:80% 2 All - R 22 Until Landing Until L+26 -15 - -
  • Frame Adv listed is vs standing Sol
S Kabari
41236S
30 100/480 -6/+14 - 3 Mid - YRP 26 11 14 +2 - -
  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent
H Kabari
41236H
30 100/480 -6/+14 - 3 Mid - YRP 21 11 14 +2 - -
  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent
Himawari
Kabari > P
0, 70 -/480 -6,-8/NA Initial:70% - Ground Throw: 90000 - YRP 36 1 53 +86 - -
  • On successful throw, 35F until opponent lands
  • Stun value 35
Tetsuzan Sen
Kabari > S
36 200/960 -6/+14 - 3 Mid - YRP 22 3 16 -2 1-8 All
9-21 Throw
-
Rokkon Sogi
Kabari > H
30 150/960 -6/+14 - 3 Mid - YRP 14 3 21 -7 - -

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
Tsurane Zanzuwatashi
236236S
[236236D]
45*2,55
[56*2,68]
-5000/0 -6/+20 - 4 Mid - - 6+1 6(18)6(26)3 23 -7 1-7 All -
  • Stun values: 0*2, 45
Metsudo Kushoudou
Azami > 236236H
80, 70 -5000/0 -6/+20 - 4 All - - 6+1 3 35+21 after L -40 1-9 All -

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
Garyo Tensei
During IK Mode:
DESTROY - -6/+14 - 3 All - - 9+27
[5+22]
16 38 -37 9-51 All
[5-42 All]
-
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 68F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P 5K[+], 2K[+],, 6K c.S, 2s 5H, 2H, 6H 5D jump, Special
2P 5P[+], 2P[+], 6P 5K[+], 2K[+], 6K c.S, 2S 5H, 2H 5D Special
6P - - 2S 5H, 2H 5D jump, Special
5K 6P - c.S, 2S 5H, 2H 5D, 2D jump, Special
2K 6P 6K c.S, 2S 2H 5D Special
6K - - - - - Special
c.S 6P - 2S, f.S 5H, 2H 5D,2D jump, Special
f.S - - 2S 5H, 2H 5D jump, Special
2S - - - 5H, 2H 5D Special
5H - 6K - - 5D Special
2H - - - - - Special
6H - - - - 2D Special
5D - - - - - Homing Jump, Homing Dash
2D - - - - - jump, Special


-
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D jump, Special
j.S j.P - - j.H j.D Special
j.H - - - - - Special
j.D - - - - - -
  • 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)

Template:CharLinks-GGXRD-R2 Template:Navbar-GGXRD-R2