GGXRD-R2/Leo Whitefang/Frame Data: Difference between revisions

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Revision as of 04:34, 17 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

{{{text}}}

5K
c.S
f.S

{{{text}}}

f.S~P

{{{text}}}

5H

{{{text}}}

5H~P

{{{text}}}

2P

{{{text}}}

2K
2S
2H
j.P
j.K
j.S
j.H
j.D

{{{text}}}

6P

{{{text}}}

6K
6H

{{{text}}}

5D
2D

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
Graviert Würde(S)
[4]6S

{{{text}}}

Graviert Würde(H)
[4]6H

{{{text}}}

Eisen Sturm(S)
[2]8S

{{{text}}}

Eisen Sturm(H)
[2]8+H

{{{text}}}

Keltos Gestöber Erst
236S
→Zweit
Keltos Gestöber Erst>236H

{{{text}}}

→Dritt
Zweit>214S
Kaltes Gestöber Zweit
236H

{{{text}}}

Siegesparade
j.236H

{{{text}}}

Brynhildr 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
Brynhildr Stance

{{{text}}}

→Frontdash
Stance>66

{{{text}}}

→Backdash
Stance>44

{{{text}}}

→Cancel
Stance>22
→bt.P
Stance>P
→bt.K
Stance>K
→bt.S
Stance>S

{{{text}}}

→bt.H
Stance>H

{{{text}}}

→Kahn Schild
Stance>D

{{{text}}}

→Kaltes Gestöber Dritt
Stance>214S

{{{text}}}

→Blitzschlag
Stance>214H

{{{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
→Stahl Wirbel
Brynhildr Stance>632146S
[Brynhildr Stance>632146D]

{{{text}}}

Leidenschaft Dirigent
632146H

{{{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
Windrad des Weltraum

{{{text}}}

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P, 6P 5K, 2K cS, fS, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
2P 5P, 2P[+], 6P 5K, 2K cS, fS, 2S 5H, 2H 5D, 2D Sp, Su
6P - - - - - Sp, Su
5K - - cS, fS, 2S 5H, 2H 5D, 2D Sp, Su
2K - - cS, fS, 2S 5H, 2H, 6H 5D, 2D Sp, Su
6K - - - - - Sp, Su
c.S 6P 6K fS, 2S 5H, 2H 5D, 2D Jump, Sp, Su
f.S - 6K 2S 5H, 2H, 6H 2D Jump, Sp, Su
2S - 6K - 5H, 2H 5D, 2D Sp, Su
5H - - - 6H 2D Sp, Su
2H - - - - 5D, 2D Sp, Su
6H - - - - - Sp, Su
5D - - - - - Homing Jump, Homing Dash
2D - - - - - -
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
BT P - BT K BT S BT H BT D Jump, Sp, Su
BT K BT P - BT S BT H BT D Sp, Su
BT S - - - BT H BT D Sp, Su
BT H - - - - - -
BT D - - - - - -
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.S j.H j.D Jump, Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - j.D 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)

Navigation


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To edit frame data, edit values in GGXRD-R2/Leo Whitefang/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.