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

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{{#lsth:GGXRD-R2/May/Data|5H Full}}
{{#lsth:GGXRD-R2/May/Data|5H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40}}
{{Description|14|text={{ColumnList |text=*Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40}}
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/May/Data|j.D Full}}
{{#lsth:GGXRD-R2/May/Data|j.D Full}}
|-
|-
{{Description|14|*Stun value: 66
{{Description|14|text=*Stun value: 66
  }}
  }}
|-
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{{#lsth:GGXRD-R2/May/Data|6P Full}}
{{#lsth:GGXRD-R2/May/Data|6P Full}}
|-
|-
{{Description|14|{{ColumnList |text=*[ ] values are for partial charge, {[ ]} values are for full charge
{{Description|14|text={{ColumnList |text=*[ ] values are for partial charge, {[ ]} values are for full charge
*Stun values by Charge Times: 1-18F: 88; 19-24F: 110; 25-30F: 121; MAX: 143
*Stun values by Charge Times: 1-18F: 88; 19-24F: 110; 25-30F: 121; MAX: 143
*Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.
*Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.
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{{#lsth:GGXRD-R2/May/Data|6K Full}}
{{#lsth:GGXRD-R2/May/Data|6K Full}}
|-
|-
{{Description|14|*6F onwards Airborne
{{Description|14|text=*6F onwards Airborne
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/May/Data|6H Full}}
{{#lsth:GGXRD-R2/May/Data|6H Full}}
|-
|-
{{Description|14|*[ ] values are for partial charge, {[ ]} values are for full charge
{{Description|14|text=*[ ] values are for partial charge, {[ ]} values are for full charge
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/May/Data|Ground Throw Full}}
{{#lsth:GGXRD-R2/May/Data|Ground Throw Full}}
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|-
{{Description|14|*Stun value: 27
{{Description|14|text=*Stun value: 27
  }}
  }}
|-
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{{#lsth:GGXRD-R2/May/Data|Air Throw Full}}
{{#lsth:GGXRD-R2/May/Data|Air Throw Full}}
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|-
{{Description|14|*Stun value: 30
{{Description|14|text=*Stun value: 30
  }}
  }}
|-
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{{#lsth:GGXRD-R2/May/Data|Blitz Attack Full}}
{{#lsth:GGXRD-R2/May/Data|Blitz Attack Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*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)
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
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{{#lsth:GGXRD-R2/May/Data|Blitz Attack Max Charge Full}}
{{#lsth:GGXRD-R2/May/Data|Blitz Attack Max Charge Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*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)
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
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{{#lsth:GGXRD-R2/May/Data|[4]6S Full}}
{{#lsth:GGXRD-R2/May/Data|[4]6S Full}}
|-
|-
{{Description|14|
{{Description|14|text=
*30f charge time
*30f charge time
*3F onwards Airborne
*3F onwards Airborne
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{{#lsth:GGXRD-R2/May/Data|[4]6H Full}}
{{#lsth:GGXRD-R2/May/Data|[4]6H Full}}
|-
|-
{{Description|14|
{{Description|14|text=
*30F charge time
*30F charge time
*3F onwards Airborne
*3F onwards Airborne
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{{#lsth:GGXRD-R2/May/Data|[2]8S Full}}
{{#lsth:GGXRD-R2/May/Data|[2]8S Full}}
|-
|-
{{Description|14|{{ColumnList|text=
{{Description|14|text={{ColumnList|text=
*30f charge time
*30f charge time
*4F onwards Airborne
*4F onwards Airborne
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{{#lsth:GGXRD-R2/May/Data|[2]8H Full}}
{{#lsth:GGXRD-R2/May/Data|[2]8H Full}}
|-
|-
{{Description|14|{{ColumnList|text=
{{Description|14|text={{ColumnList|text=
*30F charge time
*30F charge time
*3F onwards Airborne
*3F onwards Airborne
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{{#lsth:GGXRD-R2/May/Data|623K Full}}
{{#lsth:GGXRD-R2/May/Data|623K Full}}
|-
|-
{{Description|14|{{ColumnList|text=
{{Description|14|text={{ColumnList|text=
*CH recovery state
*CH recovery state
*Whiff Recovery: Total 44
*Whiff Recovery: Total 44
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{{#lsth:GGXRD-R2/May/Data|41236P Full}}
{{#lsth:GGXRD-R2/May/Data|41236P Full}}
|-
|-
{{Description|14|*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
{{Description|14|text=*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
  }}
  }}
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{{#lsth:GGXRD-R2/May/Data|41236K Full}}
{{#lsth:GGXRD-R2/May/Data|41236K Full}}
|-
|-
{{Description|14|*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
{{Description|14|text=*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
  }}
  }}
|-
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{{#lsth:GGXRD-R2/May/Data|41236S Full}}
{{#lsth:GGXRD-R2/May/Data|41236S Full}}
|-
|-
{{Description|14|*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
{{Description|14|text=*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
  }}
  }}
|-
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{{#lsth:GGXRD-R2/May/Data|41236H Full}}
{{#lsth:GGXRD-R2/May/Data|41236H Full}}
|-
|-
{{Description|14|*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
{{Description|14|text=*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
  }}
  }}
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{{#lsth:GGXRD-R2/May/Data|Jump on Dolphin Full}}
{{#lsth:GGXRD-R2/May/Data|Jump on Dolphin Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Startup is measured after touching the dolphin
{{Description|14|text={{ColumnList |text=*Startup is measured after touching the dolphin
*No recovery if Dolphin Boarding hits or is blocked}}
*No recovery if Dolphin Boarding hits or is blocked}}
  }}
  }}
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{{#lsth:GGXRD-R2/May/Data|214P Full}}
{{#lsth:GGXRD-R2/May/Data|214P Full}}
|-
|-
{{Description|14|*Attack hitbox disappears after ball bounces 3 times
{{Description|14|text=*Attack hitbox disappears after ball bounces 3 times
  }}
  }}
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{{#lsth:GGXRD-R2/May/Data|214K Full}}
{{#lsth:GGXRD-R2/May/Data|214K Full}}
|-
|-
{{Description|14|*Attack hitbox disappears after ball bounces 3 times
{{Description|14|text=*Attack hitbox disappears after ball bounces 3 times
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/May/Data|Ball Jump Full}}
{{#lsth:GGXRD-R2/May/Data|Ball Jump Full}}
|-
|-
{{Description|14|*Jump trajectory depends on which down input is used
{{Description|14|text=*Jump trajectory depends on which down input is used
  }}
  }}
|-
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{{#lsth:GGXRD-R2/May/Data|236236S Full}}
{{#lsth:GGXRD-R2/May/Data|236236S Full}}
|-
|-
{{Description|14|*Values in [] are for Burst version
{{Description|14|text=*Values in [] are for Burst version
*Frame Advantage is based on May in the corner and used at point-blank range
*Frame Advantage is based on May in the corner and used at point-blank range
*Tumbles for 54f on hit and 79f on CH
*Tumbles for 54f on hit and 79f on CH
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{{#lsth:GGXRD-R2/May/Data|63214S Full}}
{{#lsth:GGXRD-R2/May/Data|63214S Full}}
|-
|-
{{Description|14|*Stun value: 0
{{Description|14|text=*Stun value: 0
  }}
  }}
|-
|-
{{AttackVersion|name=⇒Deluxe Goshogawara Bomber |subtitle=P During Ultimate Spinning Whirlwind|rowspan=2}}
{{AttackVersion|name=⇒Deluxe Goshogawara Bomber |subtitle=P During Ultimate Spinning Whirlwind}}
{{#lsth:GGXRD-R2/May/Data|632146S>P Full}}
{{#lsth:GGXRD-R2/May/Data|63214S>P Full}}
|-
|-
|}
|}
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{{#lsth:GGXRD-R2/May/Data|IK Full}}
{{#lsth:GGXRD-R2/May/Data|IK Full}}
|-
|-
{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: 71F [5F+5F]
*IK Mode Activation: 71F [5F+5F]
  }}
  }}

Revision as of 01:26, 23 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
  • Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
  • Stun value: 66
6P
  • [ ] values are for partial charge, {[ ]} values are for full charge
  • Stun values by Charge Times: 1-18F: 88; 19-24F: 110; 25-30F: 121; MAX: 143
  • Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.
6K
  • 6F onwards Airborne
3K
6H
  • [ ] values are for partial charge, {[ ]} values are for full charge
j.2H
2D
5D

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
  • Stun value: 27
Air Throw
  • Stun value: 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

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
Mr. Dolphin Horizontal (S)
[4]6S
  • 30f charge time
  • 3F onwards Airborne
Mr. Dolphin Horizontal (H)
[4]6H
  • 30F charge time
  • 3F onwards Airborne
  • Wallsticks in the corner for 42f, 60f on counter.
Mr. Dolphin Vertical (S)
[2]8S
  • 30f charge time
  • 4F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Mr. Dolphin Vertical (H)
[2]8H
  • 30F charge time
  • 3F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Overhead Kiss
623K
  • CH recovery state
  • Whiff Recovery: Total 44
Applause for the Victim (P)
41236P
  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (K)
41236K
  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Applause for the Victim (S)
41236S
  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (H)
41236H
  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Dolphin Boarding
Jump on Dolphin
  • Startup is measured after touching the dolphin
  • No recovery if Dolphin Boarding hits or is blocked
Don't Miss It (P)
214P
  • Attack hitbox disappears after ball bounces 3 times
Don't Miss It (K)
214K
  • Attack hitbox disappears after ball bounces 3 times
Ball Jump
1/2/3 near the ball during a jump
  • Jump trajectory depends on which down input is used
Ensenga?
j.41236H

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
Great Yamada Attack
236236S
[236236D]
  • Values in [] are for Burst version
  • Frame Advantage is based on May in the corner and used at point-blank range
  • Tumbles for 54f on hit and 79f on CH
  • [Restores 30% of Burst gauge on hit]
Ultimate Whiner
63214H
Ultimate Spinning Whirlwind
63214S
  • Stun value: 0
⇒Deluxe Goshogawara Bomber
P During Ultimate Spinning Whirlwind

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
And Now Farewell
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 71F [5F+5F]

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, 2D Jump, Special, Super
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6P - 6K, 3K c.S 5H, 2H 5D, 2D Special, Super
5K 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2K 6P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6K - - - - - -
3K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.S - 6K 2S 5H, 2H 5D, 2D Jump, Special, Super
2S - 6K, 3K - 5H, 2H 5D, 2D Special, Super
5H - 6K - - 5D, 2D Special, Super
2H - 6K - - 5D, 2D Special, Super
6H - - - - - Special, Super
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D Special
j.S - - - j.H j.D Jump, Special
j.H - - - - j.D Special
j.2H - - - - - -
j.D - - - - - Jump, Special
  • 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

streamable.com hitboxes are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 27.05.2017, alt src: https://mega.nz/#F!V7QXVIwA!DKcHZ0rBUdkl_7NwuQJfMA

See GGXRD-R2/1.03 patch notes

Navigation

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