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{{FrameData-GGXRD-R | {{FrameData-GGXRD-R | ||
|version=Gamma Ray |subtitle= | |version=Gamma Ray |subtitle=64641236H | ||
|damage=13 * 2, 12 * 32 |tension=-10000 |risc=-6/+2, -4/+2*32 |prorate= |level=4 |guard=All | |damage=13 * 2, 12 * 32 |tension=-10000 |risc=-6/+2, -4/+2*32 |prorate= |level=4 |guard=All | ||
|cancel= |roman= |startup=16+7 |active=6(24)6(35)46 |recovery=72 |frameAdv=-61 |inv= | |cancel= |roman= |startup=16+7 |active=6(24)6(35)46 |recovery=72 |frameAdv=-61 |inv= |
Revision as of 01:49, 23 February 2018
System Data
Defense Modifier: x1.06
Guts Rating: 1
Weight: Light
Stun Resistance: 50
Prejump:
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): /
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 | 10 | 144 | -8/+3 | - | 0 | Mid | CSJ | YRP | 5 | 2 | 12 | -4 | - | Click! |
5K | 16 | 264 | -7/+10 | - | 2 | Mid | SJ | YRP | 7 | 4 | 14 | -4 | - | Click! |
c.S | 24 | 264 | -7/+10 | - | 2 | Mid | SJ | YRP | 6 | 2 | 11 | +1 | - | Click! |
f.S | 32 | 264 | -7/+10 | - | 2 | Mid | S | YRP | 9 | 6 | 21 | -13 | - | Click! |
5H | 38 | 384 | -6/+14 | - | 3 | Mid | S | YRP | 13 | 6 | 15 | -4 | - | Click! |
2P | 8 | 144 | -8/+3 | Initial: 80% | 0 | Mid | CS | YRP | 6 | 3 | 9 | -2 | - | Click! |
2K | 18 | 264 | -7/+6 | Initial: 70% | 1 | Low | S | YRP | 7 | 4 | 9 | -1 | - | Click! |
2S | 28 | 264 | -7/+10 | - | 2 | Mid | SJ | YRP | 7 | 3 | 22 | -11 | - | Click! |
2H | 36 * 2 | 384 | -6/+20 | - | 4 | Mid | SJ | YRP | 15 | 2, 4 | 25 | -10 | - | Click! |
j.P | 12 | 144 | -8/+3 | Initial: 90% | 0 | High/Air | CSJ | YRP | 6 | 4 | 10 | - | - | Click! |
j.K | 16 | 264 | -7/+6 | Initial: 90% | 1 | High/Air | SJ | YRP | 7 | 6 | 12 | - | - | Click! |
j.S | 28 | 264 | -7/+10 | - | 2 | High/Air | SJ | YRP | 9 | 4 | 16 | - | - | Click! |
j.H | 36 | 384 | -6/+14 | - | 3 | High/Air | S | YRP | 10 | 4 | 28 | - | - | Click! |
j.D | 30, 40 | 384 | -6/+14 | - | 3 | High/Air | S | YRP | 8 | 10, 4 | 16 | - | - | Click! |
6P | 26 | 264 | -7/+10 | - | 2 | Mid | S | YRP | 10 | 4 | 19 | -9 | 1~13f Upper Body | Click! |
4S | 20 * 5 | 264 | -6/+10 | - | 3 | Mid | S | YRP | 8 | 2 * 7 | 12 | -1 | - | Click! |
6H | 48 | 384 | -6/+20 | - | 4 | Mid | S | YRP | 14 | 7 | 34 | -22 | - | Click! |
6H Max Charge
|
56 | 384 | -6/+20 | - | 4 | Mid | S | YRP | 33 | 7 | 34 | -22 | - | Click! |
2D | 34 | 384 | -6/+20 | Initial: 85% | 4 | Low | S | YRP | 12 | 3 | 33 | -17 | 9~11F Above Knees 12~14F Low Profile 15~35 Above Knees |
Click! |
5D | 20 | 384 | -20/+14 | Initial: 80% | 3 | High | - | YRP | 27 | 14 | 15 | -12 | - | Click! |
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 | 60 | 480 | -6 | Forced: 50% | - | Ground Throw: 75250 | - | R | 1 | - | - | +72 | - | Click! |
| ||||||||||||||
Air Throw | 60 | 480 | -6 | Forced: 65% | - | Air Throw: 192500 | - | R | 1 | - | - | - | - | Click! |
| ||||||||||||||
Dead Angle Attack | 25 | -5000 / 264 | -7/+10 | Initial: 50% | 2 | All | - | - | 10 | 4 | 19 | -9 | 1~13F Full | Click! |
Blitz Attack | 50 | - | - | Initial: 55% | 1 | Mid | - | R | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz | Click! |
| ||||||||||||||
Blitz Attack Max Charge
|
50 | - | - | - | 4 | Mid | - | R | 50+13 | 3 | 20 | +5 | 1~50: Blitz | Click! |
|
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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I Use This to Catch Fish 236S
|
45 | 200/120 | -8/+2 | Initial: 90% | 2 | All | - | YRP | 13 | 8 | Total 62 | -23 | - | Click! |
For Searing Cod... 236H
|
50 | 200/120 | -8/+2 | Inital: 90% | 2 | All | - | YRP | 26 | 8 | Total 63 | -11 | - | Click! |
I Use This to Pick Fruit 421S
|
25, 40 | 250/120 | -7/+2 | - | 2, 2 | All | - | YRP | 22 | 18 (15) until fullscreen | Total 37 | +11 | - | Click! |
| ||||||||||||||
For Roasting Chestnusts 421H
|
25, 40, 25 | 250/120 | -7/+2 | - | 2, 1, 2 | All | - | YRP | 36 | 18 (17) until fullscreen | Total 48 (uncharged) | +14 | - | Click! |
| ||||||||||||||
We Talked a Lot Together (P) 214P
|
10 * 3 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 60 | 3 (33) 3 (33) 3 | Total 36 | - | - | Click! |
We Talked a Lot Together (K) 214K
|
10 * 2 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 69 | 3 (43) 3 | Total 36 | - | - | Click! |
We Talked a Lot Together (Air, P) j.214P
|
10 * 3 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 60 | 3 (33) 3 (33) 3 | Total 45 | - | - | Click! |
We Talked a Lot Together (Air, K) j.214K
|
10 * 2 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 69 | 3 (43) 3 | Total 45 | - | - | Click! |
We Fought a Lot Together (S) 214S
|
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 73 | 41 | Total 36 | - | - | Click! |
We Fought a Lot Together (H) 214H
|
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 73 | 36 | Total 36 | - | - | Click! |
We Fought a Lot Together (D) 214D
|
- | 100/- | - | - | - | - | - | YRP | - | - | Total 36 | - | - | Click! |
| ||||||||||||||
We Fought a Lot Together (D) Counterattack
|
40 | -/120 | -6/+2 | - | 4 | All | - | YRP | 21 | 7 | - | - | - | Click! |
| ||||||||||||||
We Fought a Lot Together (Air, S) j.214S
|
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 53 | 41 | Total 45 | - | - | Click! |
We Fought a Lot Together (Air, H) j.214H
|
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 53 | 36 | Total 45 | - | - | Click! |
We Fought a Lot Together (Air, D) j.214D
|
- | 100/- | - | - | - | - | - | YRP | - | - | Total 45 | - | - | Click! |
| ||||||||||||||
We Fought a Lot Together (Air, D) Counterattack
|
40 | -/120 | -6/+2 | - | 4 | All | - | YRP | 21 | 7 | - | - | - | Click! |
| ||||||||||||||
For Putting Out the Light 236P
|
30 | 200/120 | -7/+2 | Initial: 90% | 2 | All | - | YRP | 17 | 36 | Total 50 | -14 | - | Click! |
The Light Was So Small In the Beginning 236K
|
20 * 3 | 200/120 | -8/+2 | Initial: 90% | 0 | All | - | YRP | 33 | 49 | Total 54 | +9 | - | Click! |
Please Leave Me Alone j.236P
|
- | 100/- | - | - | - | - | - | YRP | - | - | Total 24 | - | - | Click! |
| ||||||||||||||
Please Leave Me Alone Attack Bubble
|
30 | -/120 | -7/+2 | - | 2 | - | - | - | 12 | 4 | - | - | - | Click! |
What happens When I'm TOO Alone j.236K
|
- | 100/- | - | - | - | - | - | YRP | - | - | Total 29 | - | - | Click! |
| ||||||||||||||
What happens When I'm TOO Alone Attack Bubble
|
30 | -/120 | -7/+2 | - | 2 | All | - | - | 29 | 10 | - | - | - | Click! |
Overdrives
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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Emotional Gamma Ray During IK Mode: 236236H
|
SURRENDER | - | -6/+14 | - | 3 | All | - | - | 22+5 [10+5] |
14 | 15 | -12 | 22~40F Full [10~28F Full] |
Click! |
|
Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S, 4S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S, 4S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S, 4S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S, 4S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S, 4S | 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S, 4S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D, 2D | Sp |
4S | - | - | 2S | 5H, 2H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Jump, Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 5D, 2D | Jump (2nd hit), Sp |
6H | - | - | - | - | - | 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 | 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 | - | - | - | - | - | 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)