GGXRD-R2/Raven/Frame Data

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< GGXRD-R2‎ | Raven
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System Data

Defense Modifier: x1.11
Guts Rating: 5
Weight: Medium
Stun Resistance: 55
Prejump:
Backdash Time 21 / Invul: 1-9
Wakeup (Face Up/Down): /

Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

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 14 144 -8/+3 Initial: 90% 0 Mid SJ YRP 7 6 10 -6 - Click!
5K 16 264 -7/+10 - 2 Mid SJ YRP 7 7 12 -5 - Click!
c.S 22x2 384 -6/+14 - 3 Mid SJ YRP 8 6(5)3 12 +2 - Click!
f.S 28 264 -7/+10 - 2 Mid SJ YRP 10 8 16 -10 - Click!
5H 26x2 384 -6/+20 - 4 Mid SJ YRP 10 3・7 24 -12 - Click!
5D 22 264 -20/+10 - 2 High - YRP 27 6 9 -1 - Click!
4P 8 144 -8/+3 Initial: 90% 0 Mid CSJ YRP 5 4 8 -2 - Click!
6P 26 264 -7/+10 Initial: 90% 2 Mid SJ YRP 9 3 27 -16 1-6 Upper Body
7-11 Above Knee
Click!
6H 54 384 -6/+20 - 4 Mid SJ YRP 15 6 11 + landing 8 -8 7-End Airborne
7-10 Feet
11-End Lower Body
Click!
2P 8 144 -8/+3 Initial: 80% 0 Mid CS YRP 6 4 8 -2 - Click!
2K 12 144 -8/+3 Initial: 80% 0 Low S YRP 7 3 8 -1 - Click!
2S 26 264 -7/+10 - 2 Mid S YRP 9 4 15 -5 - Click!
2H 38 384 -6/+20 - 4 Low S YRP 15 6 25 -12 7-24 Above Knee Click!
2D 30 264 -7/+10 - 2 Low S YRP 9 3 21 -10 - Click!
j.P 10 144 -8/+3 Initial: 90% 0 High/Air CSJ YRP 6 4 8 - - Click!
j.K 16 264 -7/+6 Initial: 90% 1 High/Air SJ YRP 8 9 12 - - Click!
j.S 26 264 -7/+10 Initial: 90% 2 High/Air SJ YRP 7 7 16 - - Click!
j.H 26x3 384 -6/+14 - 3 High/Air S YRP 9 3(3)3(3)3 21 - - Click!
j.D 20,24 264 -7/+10 - 2 High/Air S YRP 8 3(2)5 18 + landing 5 - - Click!
j.2K 18 264 -7/+10 - 2 High/Air S YRP 12 until landing landing 3 - - Click!

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 0,40 0,480 -6,0 Forced: 50% 0 Ground Throw: 70000 - R 1 - - - - Click!
  • Stun: 20
  • Ground Bounces
Air Throw 0,60 0,480 -6,0 Forced: 65% 0,4 Air Throw: 192500 - R 1 - - - - Click!
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 12 4 23 -13 1-15 Full Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - Click!
  • 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
50 - - - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - Click!
  • 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
Air Dash 20 - - Initial: 85% 2 High/Air S YRP 17 15 13 - - Click!
Schmerz Berg
236P
22 200/120 -7/+2 Forced: 90% 2 All - YRP 13 Until off the screen 36 + landing 12 -9 - Click!
  • Slows opponents movement by 50% on hit, lasts for 89F.
Gebraeuchlich Licht
j.236P/K
22 200/120 -7/+2 Forced: 90% 2 All - YRP 21 Until it hits the ground or is off the screen 45 + landing 8 -4 - Click!
  • Slows opponents movement by 50% on hit, lasts for 89F.
Grausam Impuls
236S
40 225/720 -6/+20 - 4 Mid - YRP 17 6 31 -3 - Click!
Grausam Impuls (Air)
j.236S
40 225/720 -6/+20 - 4 All - YRP 12 9 Until landing + landing 6 -14 - Click!
Scharf Kugel
236H
20x3 225/120*3 -7/+2
[-6/+2]
- 2[4] All - YRP 46 60 - +41 - Click!
  • [] indicates 6+ Excitement Levels.
Scharf Kugel (Air)
j.236H
20x3 225/120*3 -7/+2
[-6/+2]
- 2[4] All - YRP 54 60 landing 8 +41 - Click!
  • [] indicates 6+ Excitement Levels.
Give it to me HERE
214K
- - - - - - - YRP - - - - - Click!

Total 29~

Wachen Zweig (S)
63214S
0,80,0 250/720,480,0 -6,-8,-8 Forced: 50% 4,0,0 Air Unblockable - YRP 19 10 31 - - Click!
Wachen Zweig (H)
63214H
0,80,0 250/0,480,0 -6,-8,-8 Forced: 50% 3 Ground Throw - YRP 27 6 37 - - Click!

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
Getreuer
214214H
[214214D]
10,100
[12,125]
-5000/0 -6/+20 - 4 Mid - - 6+1 6 42 -29 1-9 Full Click!
  • [ ] Values are for the Burst version
  • Damage/hits increases depending on Excitement Gauge Level
Verzweifelt
632146S
70,10*2-6 -5000/0 -6/+20 - 4 Mid - - 6+2 Until Screen Border 62 -55 7-Until Recovery Full Click!
Verzweifelt (Air)
j.632146S
70,10*2-6 -5000/0 -6/+20 - 4 Mid/Air - - 6+2 Until Ground 64 - 8-Until Ground Full Click!

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
Sehnsucht
During IK Mode: 236236H
DESTROY - -6/+14 - 3 Mid/Air - - 9+14
[5+6]
6 31 -20 9-28[5-16] Full Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
4P 5P, 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P - - c.S, f.S 6H 5D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 5P, 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 2D Jump, Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - - 5D, 2D Jump, Sp
2H - - - - 5D, 2D Sp
6H - - - - - Jump, Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


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.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - Sp
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


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