GGXRD-R2/Raven/Frame Data

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 Raven


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Raven x1.11 5 3F [100] Medium 21F (1~9F invuln) 32 25F 24F Glide
Invincible Forward Run (invul. 10-26F)

Excitement Gauge

  • Raven starts each round at 0 Excitement
  • Various moves increase Excitement
  • After 600F of no Excitement increase, -1 Excitement every 20F
  • All of Raven's attacks +3% base damage per Excitement level. Values are rounded down

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 14 3 8 Initial: 90% Mid 0 SJ 144 7 6 10 -6
5K 16 10 7 - Mid 2 SJ 264 7 7 12 -5
c.S 22×2 14 6 - Mid 3 SJ 384 8 6(5)3 12 +2
f.S 28 10 7 - Mid 2 SJ 264 10 8 16 -10
5H 26×2 20 6 - Mid 4 SJ 384 10 3・7 24 -12
5D 22 10 20 Initial: 80% High 2 - 264 27 6 9 -1
4P 12 3 8 Initial: 90% Mid 0 CSJ 144 5 3 8 -1
6P 26 10 7 Initial: 90% Mid 2 S 264 9 3 27 -16 1-6 Upper Body
7-11 Above Knee
6H 54 20 6 - Mid 4 SJ 384 20 7 11 + landing 8 -8 7-10 Feet
11-Landing Lower Body
2P 8 3 8 Initial: 80% Mid 0 CS 144 6 4 8 -2
2K 12 3 8 Initial: 80% Low 0 S 144 7 3 8 -1
2S 26 10 7 - Mid 2 S 264 9 4 15 -5
2H 38 20 6 - Low 4 S 384 15 6 25 -12 7-24 Low Profile
2D 30 10 7 - Low 2 S 264 9 3 21 -10
j.P 10 3 8 Initial: 90% High/Air 0 CSJ 144 6 4 8 -
j.K 16 6 7 Initial: 90% High/Air 1 SJ 264 8 9 12 -
j.2K 18 10 7 - High/Air 2 S 264 12 until landing landing 3 -
j.S 26 10 7 Initial: 90% High/Air 2 SJ 264 7 7 16 -
j.H 26×3 14 6 - High/Air 3 S 384 9 3(3)3(3)3 21 -
j.D 20,24 10 7 - High/Air 2 S 264 8 3(2)5 18 + landing 5 -

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,40 6,0 Forced: 50% Ground Throw: 70000 0 0,480 1 +15
Air Throw Air Throw 0,60 6,0 Forced: 65% Air Throw: 192500 0,4 0,480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 12 4 23 -13 1-15 Full
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
j.66 Glide 20 10 7 Initial: 85% High/Air 2 S 0/264 21 15 9
236P Schmerz Berg 22 2 7 Forced: 90% All 2 - 200/120 13 Until offscreen 36 + landing 12 -9 7-10F Foot
11F Onwards Above Knees
j.236P/K Gebraeuchlich Licht 22 2 7 Forced: 90% All 2 - 200/120 21 Until ground or offscreen Total 45 + landing 8 -4
236S Level 0-2 Grausam Impuls (Excitement 0-2) 40 20 6 - Mid 4 - 225/720 17 6 31 -3
236S Level 3-5 Grausam Impuls (Excitement 3-5) 40 20 6 - Mid 4 - 225/720 16 6 31 -3
236S Level 6+ Grausam Impuls (Excitement 6+) 40 20 6 - Mid 4 - 225/720 15 6 31 -3
j.236S Level 0-2 Air Grausam Impuls (Excitement 0-2) 40 20 6 - All 4 - 225/720 12 8 23 -17
j.236S Level 3-5 Air Grausam Impuls (Excitement 3-5) 40 20 6 - All 4 - 225/720 11 8 23 -17
j.236S Level 6+ Air Grausam Impuls (Excitement 6+) 40 20 6 - All 4 - 225/720 10 8 23 -17
236H Level 0-2 Air Scharf Kugel (Excitement 0-2) 20×2 2 7 - All 2 - 225/120×2 71 65 Total:46 +30
236H Level 3-5 Air Scharf Kugel (Excitement 3-5) 20×3 2 6 - All 3 - 225/120×3 71 65 Total:46 +47
236H Level 6+ Scharf Kugel (Excitement 6+) 20×4 2 6 - All 4 - 225/120×4 71 65 Total:46 +61
j.236H Level 0-2 Air Scharf Kugel (Excitement 0-2) 20×2 2 7 - All 2 - 225/120×2 54 60 Total:48+8 landing
j.236H Level 3-5 Air Scharf Kugel (Excitement 3-5) 20×3 2 6 - All 3 - 225/120×3 54 60 Total:48+8 landing
j.236H Level 6+ Air Scharf Kugel (Excitement 6+) 20×4 2 6 - All 4 - 225/120×4 54 60 Total:48+8 landing
214K Give it to me HERE - - - - - - - Total 29 - 5-25 Armor
63214S S Wachen Zweig 0,80,0 6,8,8 Forced: 65% Air Unblockable 4,0,0 - 250/720,480,0 19 9 32 +52
63214H H Wachen Zweig 0,80,0 6,8,8 Forced: 65% Ground Throw 3 - 250/0,480,0 27 6 37 +52

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
214214H Getreuer 10,5×0~50, 100
[12,6×0~50,125]
20 6 Mid 4 -5000/0 6+1 6 42 -29 1-9 Full
632146S Level 0-2 Verzweifelt (Excitement 0-2) 70,10×2 20 6 Mid 4 -5000/0 6+2 Until Screen Border 62 -55 7-Until Recovery Full
632146S Level 3-5 Verzweifelt (Excitement 3-5) 70,10×5 20 6 Mid 4 -5000/0 6+2 Until Screen Border 62 -55 7-Until Recovery Full
632146S Level 6+ Verzweifelt (Excitement 6+) 70,10×6 20 6 Mid 4 -5000/0 6+2 Until Screen Border 62 -55 7-Until Recovery Full
j.632146S Level 0-2 Air Verzweifelt (Excitement 0-2) 70,10×2 20 6 All 4 -5000/0 6+2 Until Ground 64 8-Until Ground Full
j.632146S Level 3-5 Air Verzweifelt (Excitement 3-5) 70,10×5 20 6 All 4 -5000/0 6+2 Until Ground 64 8-Until Ground Full
j.632146S Level 6+ Air Verzweifelt (Excitement 6+) 70,10×6 20 6 All 4 -5000/0 6+2 Until Ground 64 8-Until Ground Full

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Sehnsucht DESTROY 14 6 All 3 9+14
[5+6]
6 31 -20 9-28[5-16] Full

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Raven 5P.pngGuardMidStartup7Recovery10Advantage-6 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD-R Raven 2P.pngGuardMidStartup6Recovery8Advantage-2 5P[+], 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
4PGGXRD-R Raven 4P.pngGuardMidStartup5Recovery8Advantage-1 5P, 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGXRD-R Raven 6P.pngGuardMidStartup9Recovery27Advantage-16 - - c.S, f.S 6H 5D Special, Super
5KGGXRD-R Raven 5K.pngGuardMidStartup7Recovery12Advantage-5 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD-R Raven 2K.pngGuardLowStartup7Recovery8Advantage-1 5P, 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
c.SGGXRD-R Raven cS.pngGuardMidStartup8Recovery12Advantage+2 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD-R Raven fS.pngGuardMidStartup10Recovery16Advantage-10 - - 2S 5H, 2H, 6H 2D Jump, Special, Super
2SGGXRD-R Raven 2S.pngGuardMidStartup9Recovery15Advantage-5 - - - 5H, 2H 5D, 2D Special, Super
5HGGXRD-R Raven 5H.pngGuardMidStartup10Recovery24Advantage-12 - - - - 5D, 2D Jump, Special, Super
2HGGXRD-R Raven 2H.pngGuardLowStartup15Recovery25Advantage-12 - - - - 5D, 2D Special, Super
6HGGXRD-R Raven 6H.pngGuardMidStartup20Recovery11 + landing 8Advantage-8 - - - - - Jump, Special, Super
5DGGXRD-R Raven 5D.pngGuardHighStartup27Recovery9Advantage-1 - - - - - Homing Jump, Homing Dash
2DGGXRD-R Raven 2D.pngGuardLowStartup9Recovery21Advantage-10 - - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.PGGXRD-R Raven jP.pngGuardHigh/AirStartup6Recovery8Advantage- j.P[+] j.K j.S j.H j.D Jump, Special, Super
j.KGGXRD-R Raven jK.pngGuardHigh/AirStartup8Recovery12Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGXRD-R Raven jS.pngGuardHigh/AirStartup7Recovery16Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGXRD-R Raven jH.pngGuardHigh/AirStartup9Recovery21Advantage- - - - - - Special, Super
j.DGGXRD-R Raven jD.pngGuardHigh/AirStartup8Recovery18 + landing 5Advantage- - - - - - Special, Super
j.2KGGXRD-R Raven j2K.pngGuardHigh/AirStartup12Recoverylanding 3Advantage- - - - - - Special, Super
  • 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 hit, block, or whiff

Changelog

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 Raven


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