GGXRD-R2/Sin Kiske/Frame Data: Difference between revisions

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*Does 4-13 hits depending on how many times H is pressed
*Does 4-13 hits depending on how many times H is pressed
*Costs up to 5000 Calories
*Costs up to 5000 Calories
*Knockdown granted if all 5000 calories are spent
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Revision as of 18:09, 21 July 2017

System Data

Defense Modifier: x 1.04
Guts Rating: 1
Weight: Medium
Stun Resistance: 60
Prejump:
Backdash Time 24F / Invul: 1-14F
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 12 264 -7/+6 Initial: 85% 1 Mid CSJ YRP 6 2 8 +2 - Click!
5K 16 264 -7/+6 - 1 Mid SJ YRP 7 3 12 -3 - Click!
c.S 32 264 -7/+10 - 2 Mid SJ YRP 7 3 15 -4 - Click!
f.S 28 264 -7/+10 - 2 Mid S YRP 9 3 18 -7 - Click!
5H 25, 35 384 -6/+20 - - Mid,Low SJ,S YRP 11 3(15)3 24 -8 - Click!
6P 28 264 -7/+10 Initial: 90% 2 Mid S YRP 9 6 18 -10 1-14 Upper Body Click!
6H 38 384 -6/+20 - 4 Mid JS YRP 15 4 13 +2 - Click!
5D 25 264 -20/+10 Initial: 80% 2 High - YRP 29 2 15 -3 - Click!
2P 6 144 -8/+3 Initial: 80% 0 Mid CS YRP 5 4 4 +2 - Click!
2K 18 264 -7/+6 Initial: 70% 1 Low S YRP 7 2 9 +1 - Click!
2S 27 264 -7/+10 - 2 Mid S YRP 9 4 15 -5 - Click!
2H 28x2,16 384 -6/+20 - 4 Mid SJ YRP 11 2,2,2 34 -17 - Click!
3K 22 264 -7/+10 Initial: 90% 2 Low S YRP 11 4 12 -2 - Click!
2D 28 264 -10/+10 Initial: 90% 2 Low SJ YRP 11 6 8 0 - Click!
j.P 12 144 -8/+3 - 0 High, Air CSJ YRP 6 6 6 - - Click!
j.K 20 264 -7/+10 - 2 High, Air SJ YRP 8 3 24 - - Click!
j.S 28 264 -7/+10 - 2 High, Air SJ YRP 9 6 19 - - Click!
j.H 32,16x3 264 -7/+10,+6x3 - 2,1x3 High, Air S YRP 9 3,2x3 12 - - Click!
j.6H 36 384 -6/+14 - 3 High, Air S YRP 11 4 20 - - Click!
j.D 40 384 -6/+14 Initial: 80% 3 High, Air SJ YRP 18 2 18+5 after landing - - 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, 0, 60 480 -6,-0,-8/NA Forced: 65% 0, 0, 2 Ground Throw: 75250 - R 1 - - +55 - Click!
  • Stun value: 30
Air Throw 0, 60 480 -6,-0/NA Forced: 65% - Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 30
DAA 25 -5000 -7/+10 Initial: 50% 2 All - - 9 3 24 -12 1-10 All 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
Hawk Baker
623S
30 [35] 100/720 -9/+10 Forced: 60%
[Forced: 65%]
2 Mid S R 9 2 45 -33 1-10 All Click!
  • [ ] values are on Counter Hit
Beak Driver
236H
36,32
[36,66]
100/600 -8/+20 2nd hit Initial: 90% 4 Mid S YRP 11-33
[34-251]
2(1)8 27
[19]
-16
[+4]
- Click!
  • Values in [ ] are when fully charged
  • Charge for 32F to become charged version
  • Beak Driver starts up 2F after release
  • Costs 1000 Calories
Beak Driver (air)
j.236H
40,36 100/720 -8/+14 - 3 - S YRP 9 3,6 17/Landing 6 - - Click!
  • Costs 1000 Calories
I'm Sure I'll Hit Something
HHH... during ground Beak Driver
15, 5,18,3,21,3,24,2,35 150/180 -12/+10 - 2 Mid - YRP 8 2*N 23 -10 - Click!
  • When no additional hits added, 44F Total
  • Does 4-13 hits depending on how many times H is pressed
  • Costs up to 5000 Calories
  • Knockdown granted if all 5000 calories are spent
Bull Bash
214S
60 100/600 -8/+20 - 4 High S YRP 32 6 32 -19 - Click!
  • Costs 1000 Calories
Elk Hunt
236K
30 100/600 -11/+20 Initial: 85% 4 Low S YRP 15-21 6 11 0 7F onwards low profile Click!
  • Costs 1000 Calories
Leap
214P/K
- 240 - - - - - Y - - P:19
K:18
- 8F onwards Airborne Click!
Still Growing
214H
- - - - - - - Y 40 - 17 - - Click!
  • If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000
  • If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
  • Recovers 1,000 calories on 25F. Recovers remaining calories on 43F
  • Mashing H results in up to two additional eats
Vulture Seize
j.214S
28 100/600 -9/+10 Initial: 80% 2 Mid S YRP 14 6 Until landing + 10 - - Click!
  • Costs 1000 Calories

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
R.T.L (ground)
632146H
50 -5000 -10/+20 - 4 Mid - YRP 10+1 12 47 -40 4-16 All Click!
R.T.L (air)
j.632146H
50 -5000 -10/+20 - 4 All - YRP 10+1 12 Until landing + 32 -44 4-16 All Click!
R.T.L (ground followup)
R.T.L > Direction + H
50 - -10/+20 - 4 All - RP 6 after direction change 12 47 -40 - Click!
R.T.L (air followup)
air R.T.L > Direction + H
50 - -10/+20 - 4 All - RP 6 after direction change 12 Until landing + 32 - - Click!
Voltic Deign
236236P
27*5 -5000 -6/+2 - 4 Mid - YRP 26+2 - Total 37 +60 - Click!
Voltic Deign (air)
j.236236P
27*5 -5000 -6/+2 - 4 Mid - YRP 10+4 - Total 31 - - 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
Raiden
During IK Mode: 236236H
DESTROY - -6/+14 - 3 - - - 9+12
[5+12]
6 34 -23 9-26 All
[5-22 All]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P 5K,2K,3K c.S,f.S 5H,6H 5D,2D Jump, Sp
2P 5P[+], 2P[+] 5K,2K c.S,f.S - 5D,2D Sp
6P - - c.S,f.S - 5D,2D Sp
5K 6P 3K c.S,f.S 5H 5D,2D Jump, Sp
2K - 5K c.S,f.S - 5D,2D Sp
3K - - - 6H - Sp
c.S 6P - f.S,2S 5H 5D,2D Jump,Sp
f.S - - 2S 5H 5D,2D Sp
2S - - - 5H 5D,2D Sp
5H - - - 6H 5D,2D Jump,Sp
2H - - - 5H 5D,2D Jump,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.K - j.H,j.6H j.D Jump,Sp
j.H - - - - j.D Sp
j.6H - - - - - Sp
j.D - - - - - Jump,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)

Changelog

See GGXRD-R2/1.03 patch notes


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