GGXRD-R2/I-No/Frame Data

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< GGXRD-R2‎ | I-No
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System Data


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
  • Staggers opponent. Max duration 29F, Frame Adv: -4 to +11
5H
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
6P
6S
  • Staggers opponent on counter hit. Max duration 29F, Frame adv: -9~+6
6H
2D
5D
  • On YRC, becomes a projectile attack that can be blocked Mid

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
Hover Dash
66
  • Can use moves at 9F
Hover Dash > Air Dash
Hover > 66
  • Can use moves at 7F
Antidepressant Scale
214P
  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Antidepressant Scale (Aerial)
j.214P
  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Stroke the Big Tree (S)
41236S
  • Staggers opponent on ground hit. Max duration 51F, Frame Adv: +7 to +33
Stroke the Big Tree (H)
41236H
Sultry Performance (P)
j.236P
  • [ ] Indicates max charge startup
  • On hit/block, can cancel into air dash or Ultimate Fortissimo after 8F
Sultry Performance (K)
j.236K
  • [ ] Indicates max charge startup
Sultry Performance (S)
j.236S
  • [ ] Indicates max charge startup
Sultry Performance (H)
j.236H
  • [ ] Indicates max charge startup
Chemical Love
214K
Chemical Love (Aerial)
j.214K
→Chemical Love (Followup)
Chemical Love > 214S
Chemical Love (Vertical)
214S
Chemical Love (Vertical)(Aerial)
j.214S
Sterilization Method
214H
  • Stun: 30
Sterilization Method (Aerial)
j.214H
  • Stun: 30

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
Longing Desperation
632146H
[632146D]
  • Stun: 0
  • Values in [ ] are for Burst version
Ultimate Fortissimo
j.2363214S
  • Stun: 0


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
Megalomania
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 76F [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, Dash
2P 5P, 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Dash
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp, Dash
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Dash
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp, Dash
c.S 6P - 2S, f.S 5H, 2H 5D, 2D Jump, Sp, Dash
f.S - - 2S 5H, 2H 5D, 2D Sp, Dash
2S - - - 5H, 2H 5D, 2D Sp, Dash
5H - - - 2H 5D, 2D Jump, Sp, Dash
2H - - - - 5D, 2D Sp, Dash
6H - - - - - Jump, Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp, Dash
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.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Jump, 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)

Changelog

See GGXRD-R2/1.03 patch notes

Navigation

To edit frame data, edit values in GGXRD-R2/I-No/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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