GGXRD-R2/Baiken/Frame Data

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< GGXRD-R2‎ | Baiken
Revision as of 00:41, 23 May 2017 by Shtkn (talk | contribs) (copied values from kedado's pages)

System Data

Defense Modifier: ???
Guts Rating: ?
Weight: ?
Stun Resistance: ?
Prejump:
Backdash Time ? / Invul: ?
Wakeup (Face Up/Down): /

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 - Click!
  • 上半身無敵あり。
6K - - - - 3 - - - 12 - Total 26 +2 - Click!
  • 投げ無敵あり。
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 - Click!
  • 低姿勢あり。
2D - - - - 2 - - - 8 - Total 32 -11 - Click!
  • 地上ヒット時ダウン効果。
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 着地まで - - Click!
j.D - - - - 3 - - - 12 - Total 40+着地後6 - - Click!

黄RC発生保障7F~。

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 - - - - - - - - 1 - - - - -
  • Frame advantage listed is on successful throw
  • Stun value:
Air Throw - - - - - - - R 1 - - - - -
  • Stun value:
Dead Angle Attack - - - - - - - - - - - - - -

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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