GGXRD-R2/Chipp Zanuff/Frame Data: Difference between revisions

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==[[GGXRD-R2/Frame Data|System Data]]==
==[[GGXRD-R2/Frame Data|System Data]]==
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|System Data}}
{| class='wikitable'
|-
! Defense
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|defense}}
|-
! Guts
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|guts}}
|-
! Weight
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|weight}}
|-
! Stun Resistance
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|stunres}}
|-
! Prejump
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|prejump}}
|-
! backdash
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|backdash}}
|-
! Wakeup
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|wakeup}}
|-
! Movement
|| {{#lst:GGXRD-R2/Chipp Zanuff/Data|movement}}
|}


==Normal Moves==
==Normal Moves==

Revision as of 18:42, 6 August 2020

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System Data

Defense
Guts
Weight
Stun Resistance
Prejump
backdash
Wakeup
Movement

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
2P
2K
2S
  • Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29
2H
j.P
j.K
j.S
j.H
j.D
6P
6K
6H
j.2K
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
  • Stun: 30
Air 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
Alpha Blade
236P
Aerial Alpha Blade
j.236P
  • Frame Advantage is on lowest height
Alpha Plus
Alpha Blade > H
Beta Blade
623S
Aerial Beta Blade
j.623S
Gamma Blade
41236H
Genrouzan
63214S
  • Stun: 45
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
  • CH recovery state
Shuriken (Slow)
j.214P
Shuriken (Fast)
j.214P
Shinkirou
623H
Wall Cling
Near Wall > 64
  • 12~Followup moves possible
Up and Down Movement
Wall Cling > 8 or 2
  • 10~Double Jump or Air Dash or Air Backdash possible
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
  • Stun: 45
Wall Followup Genouzan
Wall Cling > H
  • Stun: 45

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
Zansei Rouga
632146H
  • Frame Advantage listed is on crouching block Sol
  • Values in [ ] are for Burst version
Ryuu Yanagi
j.214214K
  • Minimum damage of each hit is 15% (3 damage)
Banki Messai
236236K
  • Startup depends on distance.
  • On whiff, total animation is 49F
  • Minimum damage of final 4 hits is 12% (4 damage)

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
Raisetsudan
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 102F [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 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


Air Gatlings
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)

Navigation

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.

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