GGXRD-R2/Bedman/Frame Data

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< GGXRD-R2‎ | Bedman
Revision as of 14:57, 7 September 2020 by Shtkn (talk | contribs)
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System Data

Defense
Guts
Weight
Stun Resistance
Prejump
backdash
Wakeup

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
f.S
5H
  • 2nd hit pulls in opponent
2P
2K
2S
1H
  • Pulls in opponent on hit
2H
  • Pulls in opponent on hit
3H
  • Pulls in opponent on hit
j.P
j.K
j.S
j.H
j.D
  • Recovery becomes 12F on hit or block
6P
6H
6HH
2D
5D

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
  • Frame Advantage listed is on successful throw
  • Stun: 5x10
Air Throw
  • Frame Advantage listed is on successful throw
  • Stun: 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
Special Movement 1(Crouch Walk)
1 or 3
  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump
  • Can cancel into Air Movement from 11F onwards
→Air Movement
Air Hang > direction
  • Can cancel into Attacks from 2F onwards
Dash
66
  • On successful guard point, 15F recovery
  • Guard point recovery in invulnerable
  • Can cancel into jump 1-12F
Task A
236P
Aerial Task A
j.236P
Deja Vu (Task A)
214P
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A)
j.214P
  • Deja Vu starts at 6F
Task A’
236K
Aerial Task A’
j.236K
Deja Vu (Task A’)
214K
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K
  • Deja Vu starts at 6F
Task B
236S
Aerial Task B
j.236S
Deja Vu (Task B)
214S
  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S
  • Deja Vu starts at 6F
Task C
236H
Aerial Task C
j.236H
  • Values in [] are when Task C is done from high altitude
Deja Vu (Task C)
214H
Deja Vu (Aerial Task C)
j.214H
  • Values in [] are when Deja Vu (Task C) is done from high altitude
Icon Properties
Deja Vu
  • Deja Vu starts at 6F
Air Deja Vu
  • Deja Vu starts at 6F

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
Sinusoidal Helios
632146H
[632146D]

Values in [ ] are for Burst version

Hemi Jack
632146S
  • Stun: 800
  • Sheep disappears after getting hit 3 times


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
Theater Of Pain
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S 2H, 6H - Sp
5K - - c.S, f.S, 2S 5H, 1H/2H/3H, 6H 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 1H/2H/3H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 1H/2H/3H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, - Jump, Sp
2S - - - 5H, 1H/2H/3H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump (2nd hit), Sp
1H/2H/3H - - - - - Jump, Sp
6H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, 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 - - - - - -
  • 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/Bedman/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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