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

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  |tension=-5000 / 264
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  |prorate=Initial: 50%
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  |level=2
  |guard=All
  |guard=All

Revision as of 00:48, 23 May 2017

System Data

Defense Modifier: x1.18

Guts Rating: 4

Weight: Light

Stun Resistance: 55

Jump Startup: 3

Backdash Time 16 / Invul: 1-8


Ambox warning.png I copy/pasta'd Axl's page as a template, can start filling this in using training mode's frame counter)

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 - - - - 0 - - - 5 - Total 12 +2 - Click!
5K - - - - 1 - - - 7 - Total 19 -1 - Click!
c.S - - - - 2 - - - 9 - Total 26 -4 - Click!
f.S - - - - 2 - - - 9 - Total 29 -7 - Click!
HS - - - - 4 - - - 11 - Total 34 -5 - Click!
5D - - - - 4 - - - 25 - Total 52 -9 - Click!
6P - - - - 2 - - - 9 - Total 30 -8 ??-?? Upper Body Click!
6K - - - - 3 - - - 12 - Total 26 +2 ??-?? Throw Click!
6HS - - - - 4 - - - 14 - Total 49 -17 - Click!
2P - - - - 0 - - - 6 - Total 15 ±0 - Click!
2K - - - - 0 - - - 5 - Total 15 -1 - Click!
2S - - - - 2 - - - 11 - Total 26 -2 - Click!
2HS - - - - 4 - - - 17 - Total 44 -9 ??-?? Low Profile Click!
2D - - - - 2 - - - 8 - Total 32 -11 - Click!
j.P - - - - 0 - - - 5 - Total 22 - - Click!
j.K - - - - 2 - - - 7 - Total 28 - - Click!
j.S - - - - 2 - - - 8 - Total 33 - - Click!
j.HS - - - - 4 - - - 15 - Total Until L - - Click!
j.D - - - - 3 - - - 12 - Total 40+Landing 6 - - 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 - - - Forced: 50% 0 Ground Throw: ?? - R 1 - - - - Click!
  • Frame advantage listed is on successful throw
Air Throw - - - 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
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -

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
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -

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
During IK Mode:
DESTROY - - - - - - - - - - - - -
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation90F [5F+5F]

Gatling Table

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


-
Air Gatlings
P K S H D Cancel
j.P - - - - - -
j.K - - - - - -
j.S - - - - - -
j.H - - - - - -
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)

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