GGXRD-R2/Dizzy/Frame Data: Difference between revisions

From Dustloop Wiki
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  {{FrameData-GGXRD-R
  {{FrameData-GGXRD-R
  |version=Gamma Ray |subtitle=646441236H
  |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!
  • Stun value 30
Air Throw 60 480 -6 Forced: 65% - Air Throw: 192500 - R 1 - - - - Click!
  • Stun value 30
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!
  • 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
50 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz Click!
  • 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

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!
  • Frame advantage calculated on a standing opponent
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!
  • Damage and Active Frames listed are for each Dagger
  • Frame advantage calculated on a standing opponent
  • Additional daggers appear on 70F and 100F
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!
  • 57~136F If fish is hit by the opponent, counterattacks after hitstop
We Fought a Lot Together (D)
Counterattack
40 -/120 -6/+2 - 4 All - YRP 21 7 - - - Click!
  • Maximum delay before the counterattack is completed is 29F
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!
  • 57~136F If hit by the opponent, counterattacks after hitstop
  • Maximum delay before the counterattack is completed is 29F
We Fought a Lot Together (Air, D)
Counterattack
40 -/120 -6/+2 - 4 All - YRP 21 7 - - - Click!
  • 57~136F If hit by the opponent, counterattacks after hitstop
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!
  • 12F Bubble formed
  • Bubble lasts for 157F or until it gets popped
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!
  • 21F Bubble formed
  • Bubble lasts for 148F or until it gets popped
What happens When I'm TOO Alone
Attack Bubble
30 -/120 -7/+2 - 2 All - - 29 10 - - - Click!

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
Imperial Ray
632146S
[632146D]
35 * 7
[43 * 7]
-5000 -9/+2 - 2 All - - 7+1 10 * 7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]
Click!
  • [ ] Values are for Burst version
  • Stun value 20*7
Don't Be Overprotective
632146P
100 -5000 -6/+20 Forced: 40% 4 All - YRP 14+2 5 20 -6 1~14F Full
15~20F Strike
Click!
  • 0F Hitstop
Gamma Ray
64641236H
13 * 2, 12 * 32 -10000 -6/+2, -4/+2*32 - 4 All - - 16+7 6(24)6(35)46 72 -61 - Click!
  • After 3rd hit Stun damage is 0

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!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]

Gatling Table

Ground Gatlings
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


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 - - - - - 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)

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