GGXRD-R2/Jack-O/Frame Data: Difference between revisions

From Dustloop Wiki
Line 249: Line 249:
|-
|-
{{AttackVersion|name=Pick Up Ghost |subtitle=2P near Ghost }}
{{AttackVersion|name=Pick Up Ghost |subtitle=2P near Ghost }}
{{#lsth:GGXRD-R2/Jack-O'/Data|2P near Ghost  Full}}
{{#lsth:GGXRD-R2/Jack-O'/Data|Pick Up Ghost  Full}}
|-
|-
{{AttackVersion|name=Place Ghost |subtitle=22P/K/S<br/>2P/K/S while holding Ghost}}
{{AttackVersion|name=Place Ghost |subtitle=22P/K/S<br/>2P/K/S while holding Ghost}}
{{#lsth:GGXRD-R2/Jack-O'/Data|22P/K/S<br/>2P/K/S while holding Ghost Full}}
{{#lsth:GGXRD-R2/Jack-O'/Data|Place Ghost Full}}
|-
|-
{{AttackVersion|name=Put Away Ghost |subtitle=4P/K/S while holding Ghost|rowspan=2}}
{{AttackVersion|name=Put Away Ghost |subtitle=4P/K/S while holding Ghost|rowspan=2}}
{{#lsth:GGXRD-R2/Jack-O'/Data|4P/K/S while holding Ghost Full}}
{{#lsth:GGXRD-R2/Jack-O'/Data|Put Away Ghost Full}}
|-
|-
{{Description|14|*Ghost health restored to max after putting away
{{Description|14|*Ghost health restored to max after putting away
Line 261: Line 261:
|-
|-
{{AttackVersion|name=Throw Ghost |subtitle=5P/K/S while holding Ghost|rowspan=2}}
{{AttackVersion|name=Throw Ghost |subtitle=5P/K/S while holding Ghost|rowspan=2}}
{{#lsth:GGXRD-R2/Jack-O'/Data|5P/K/S while holding Ghost Full}}
{{#lsth:GGXRD-R2/Jack-O'/Data|Throw Ghost Full}}
|-
|-
{{Description|14|*Untechable for 19F
{{Description|14|*Untechable for 19F
Line 268: Line 268:
|-
|-
{{AttackVersion|name=Throw Ghost (Air) |subtitle=j.5P/K/S while holding Ghost|rowspan=2}}
{{AttackVersion|name=Throw Ghost (Air) |subtitle=j.5P/K/S while holding Ghost|rowspan=2}}
{{#lsth:GGXRD-R2/Jack-O'/Data|j.5P/K/S while holding Ghost Full}}
{{#lsth:GGXRD-R2/Jack-O'/Data|Air Throw Ghost Full}}
|-
|-
{{Description|14|*S version is untechable for 20F
{{Description|14|*S version is untechable for 20F

Revision as of 22:14, 11 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
5P
5K
c.S
f.S
5H

{{{text}}}

5D

{{{text}}}

6P
6K

{{{text}}}

6H

{{{text}}}

2P
2K
2S
2H

{{{text}}}

3H

{{{text}}}

j.P
j.K
j.S
j.H

{{{text}}}

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

{{{text}}}

Air Throw

{{{text}}}

Dead Angle Attack
Blitz Attack

{{{text}}}

Blitz Attack
Max Charge

{{{text}}}

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
Remove the Chain of Chiron
j.D

{{{text}}}

Elysion Driver
6D

{{{text}}}

Air Elysion Driver
j.6D

{{{text}}}

Hunger of Dopros
4D

{{{text}}}

Air Hunger of Dopros
j.4D

{{{text}}}

Zest
2D

{{{text}}}

Air Zest
j.2D

{{{text}}}

Organ Deploy
22H

{{{text}}}

Ghost Return
Organ > P

{{{text}}}

Clock Up
Organ > K

{{{text}}}

Explode
Organ > S

{{{text}}}

Aegis Field
Organ > H

{{{text}}}

Cancel
Organ > D

Ghost and Servant Attacks

  • Ghost Levels up to Lv 2 after 792F, Lv 3 after ??F
  • First Servant spawns after 30F, 2nd after 379F
  • Servants have 155F attack cooldown
  • some values depends on Level of Ghost. Lv 1 / Lv 2/ Lv 3
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
Pick Up Ghost
2P near Ghost
Place Ghost
22P/K/S
2P/K/S while holding Ghost
Put Away Ghost
4P/K/S while holding Ghost

{{{text}}}

Throw Ghost
5P/K/S while holding Ghost

{{{text}}}

Throw Ghost (Air)
j.5P/K/S while holding Ghost

{{{text}}}

Knight
P Servant Level 1/2/3

{{{text}}}

Lancer
K Servant Level 1/2/3

{{{text}}}

Magician
S Servant Level 1/2/3

{{{text}}}

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
Calvados
214S
[214D]

{{{text}}}

Air Calvados
j.214S
[j.214D]

{{{text}}}

Forever Elysion Driver
360P

{{{text}}}

Air Forever Elysion Driver
j.360P

{{{text}}}

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
I Want Out
During IK Mode: 236236H

{{{text}}}

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H, 3H 5D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H, 3H 5D Sp
5K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
2K 5P, 6P 5K c.S, f.S, 2S 2H, 6H, 3H 5D Sp
6K - - - - - -
c.S 6P - f.S, 2S 5H, 2H, 6H, 3H 5D Jump, Sp
f.S 6P - 2S 5H, 2H, 6H, 3H 5D Jump, Sp
2S - - - 5H, 2H, 6H, 3H 5D Jump, Sp
5H - - - - 5D Jump (1st hit), Sp
2H - - - - 5D Sp (last hit)
6H - - - - 5D Jump, Sp
3H - - - - - -
5D - - - - - Homing Jump, Homing Dash
Air Gatlings
P K S H Cancel
j.P j.P j.K j.S j.H Sp
j.K j.P - j.S j.H Jump, Sp
j.S j.P - - j.H Jump, Sp
j.H - - - - 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

Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Jack-O'/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.