< GGXRD-R2 | Chipp Zanuff
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|2S Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|2S Full}} | ||
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{{Description|14|{{ColumnList |text=*Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29 | {{Description|14|text={{ColumnList |text=*Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29 | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Ground Throw Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Ground Throw Full}} | ||
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{{Description|14|*Stun: 30 | {{Description|14|text=*Stun: 30 | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Air Throw Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Air Throw Full}} | ||
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{{Description|14|*Stun: 30 | {{Description|14|text=*Stun: 30 | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Blitz Attack Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Blitz Attack Full}} | ||
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{{Description|14|{{ColumnList |text=*Hitstop 30F | {{Description|14|text={{ColumnList |text=*Hitstop 30F | ||
*Slighty refills own Burst and slightly drains opponent's Burst on hit | *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) | *Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH) | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Blitz Attack Max Charge Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Blitz Attack Max Charge Full}} | ||
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{{Description|14|{{ColumnList |text=*Hitstop 30F | {{Description|14|text={{ColumnList |text=*Hitstop 30F | ||
*Slighty refills own Burst and slightly drains opponent's Burst on hit | *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) | *Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH) | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.236P Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.236P Full}} | ||
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{{Description|14|*Frame Advantage is on lowest height | {{Description|14|text=*Frame Advantage is on lowest height | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|63214S Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|63214S Full}} | ||
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{{Description|14|*Stun: 45 | {{Description|14|text=*Stun: 45 | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Resshou or Rokusai > 236K Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Resshou or Rokusai > 236K Full}} | ||
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{{Description|14|*CH recovery state | {{Description|14|text=*CH recovery state | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Near Wall > 64 Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Near Wall > 64 Full}} | ||
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{{Description|14|*12~Followup moves possible | {{Description|14|text=*12~Followup moves possible | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > 8 or 2 Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > 8 or 2 Full}} | ||
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{{Description|14|*10~Double Jump or Air Dash or Air Backdash possible | {{Description|14|text=*10~Double Jump or Air Dash or Air Backdash possible | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > S Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > S Full}} | ||
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{{Description|14|*Stun: 45 | {{Description|14|text=*Stun: 45 | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > H Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > H Full}} | ||
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{{Description|14|*Stun: 45 | {{Description|14|text=*Stun: 45 | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|632146H Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|632146H Full}} | ||
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{{Description|14|*Frame Advantage listed is on crouching block Sol | {{Description|14|text=*Frame Advantage listed is on crouching block Sol | ||
*Values in [ ] are for Burst version | *Values in [ ] are for Burst version | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.214214K Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.214214K Full}} | ||
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{{Description|14|*Minimum damage of each hit is 15% (3 damage) | {{Description|14|text=*Minimum damage of each hit is 15% (3 damage) | ||
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{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236236K Full}} | {{#lsth:GGXRD-R2/Chipp Zanuff/Data|236236K Full}} | ||
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{{Description|14|*Startup depends on distance. | {{Description|14|text=*Startup depends on distance. | ||
*On whiff, total animation is 49F | *On whiff, total animation is 49F | ||
*Minimum damage of final 4 hits is 12% (4 damage) | *Minimum damage of final 4 hits is 12% (4 damage) | ||
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}} | }} | ||
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{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*IK Mode Activation: 102F [5F+5F] | *IK Mode Activation: 102F [5F+5F] | ||
}} | }} |
Revision as of 01:19, 23 February 2019
System Data
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 | ||||||
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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
| |||||||||||||
2H | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
6P | |||||||||||||
6K | |||||||||||||
6H | |||||||||||||
j.2K | |||||||||||||
2D | |||||||||||||
5D |
Universal Mechanics
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 | ||||||
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Alpha Blade 236P | |||||||||||||
Aerial Alpha Blade j.236P | |||||||||||||
| |||||||||||||
Alpha Plus Alpha Blade > H | |||||||||||||
Beta Blade 623S | |||||||||||||
Aerial Beta Blade j.623S | |||||||||||||
Gamma Blade 41236H | |||||||||||||
Genrouzan 63214S | |||||||||||||
| |||||||||||||
Tsuyoshishiki Meisai 214K | |||||||||||||
Tsuyoshishiki Ten'i (P) 22P | |||||||||||||
Tsuyoshishiki Ten'i (K) 22K | |||||||||||||
Tsuyoshishiki Ten'i (S) 22S | |||||||||||||
Tsuyoshishiki Ten'i (H) 22H | |||||||||||||
Resshou 236S | |||||||||||||
Rokusai Resshou > 236S | |||||||||||||
Senshuu Resshou or Rokusai > 236K | |||||||||||||
| |||||||||||||
Shuriken (Slow) j.214P | |||||||||||||
Shuriken (Fast) j.214P | |||||||||||||
Shinkirou 623H | |||||||||||||
Wall Cling Near Wall > 64 | |||||||||||||
| |||||||||||||
Up and Down Movement Wall Cling > 8 or 2 | |||||||||||||
| |||||||||||||
Horizontal Movement Wall Cling > 6 or 3 or 9 | |||||||||||||
Jump Down Wall Cling > 4 | |||||||||||||
Wall Followup Alpha Blade Wall Cling > P | |||||||||||||
Wall Followup Kunai Wall Cling > K | |||||||||||||
Wall Followup Genrouzan Wall Cling > S | |||||||||||||
| |||||||||||||
Wall Followup Genouzan Wall Cling > H | |||||||||||||
|
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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zansei Rouga 632146H | |||||||||||||
| |||||||||||||
Ryuu Yanagi j.214214K | |||||||||||||
| |||||||||||||
Banki Messai 236236K | |||||||||||||
|
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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raisetsudan During IK Mode: 236236H
|
DESTROY | - | -6/+14 | - | 3 | All | - | - | 9+13 [5+9] |
5 | 30 | -18 | 9~26 Full [5~18 Full] |
Click! |
|
Gatling Table
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 | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
5K | 5P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 5P 2P 6P | 2K 5K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6K | - | - | - | - | - | - |
c.S | 6P | 6K | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D | Jump, Sp |
2S | - | - | - | 5H, 2H | 5D | Sp |
5H | - | - | - | - | 5D | Jump, Sp |
2H | - | - | - | - | - | Sp |
6H | - | - | - | - | - | Jump, Sp |
5D | - | - | - | - | - | Homing jump, Homing dash |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | j.K | j.S | j.H | j.D | Jump, Sp |
j.S | - | - | - | j.H | - | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
j.2K | - | - | - | - | - | 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)
To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/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.