GGXRD-R2/Slayer/Frame Data

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 Slayer


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
Slayer x0.96 1 4F [100] Medium 28F (1~20F invuln) 18F (Short) 24F (Long). Both 5~12F strike invuln, 7-12F throw invuln 28 26F 20F Run replaced with Teleport Dash

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 16 6 7 Mid 1 CSJ 144 5 6 6 0
5K 28 10 7 Initial: 90% Mid 2 SJ 264 7 3 8 +3
c.S 28 10 7 Mid 2 SJ 264 5 4 14 -4
f.S 32 10 7 Mid 2 SJ 264 13 2 6 +6
5H 50 20 6 Mid 4 SJ 384 13 5 18 -4
5D 28 10 20 Initial: 80% High 2 264 24 3 20 -9
6P 45 20 6 Initial: 90% Mid 4 384 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
6K 30 10 7 Initial: 90% High / Air 2 264 20 5 4+4 After Landing[Total 32] +1 6f~?f Airborne
6H 50 20 6 Mid 4 S 384 17 6 15 -2
2P 10 3 8 Initial: 80% Mid 0 CS 144 5 2 6 +2
2K 20 10 7 Initial: 90% Low 2 S 264 6 2 8 +4
2S 34 10 7 Mid 2 SJ 264 10 9 12 -7
2H 48 10 6 Initial: 80% Low 3 384 13 2 25 -10 5~14 Foot
2D 30 20 6 Low 4 384 9 21 9 -11
j.P 13 6 7 High / Air 1 CS 264 5 3 9
j.K 24 10 7 High / Air 2 SJ 264 6 9 16
j.2K 22 10 15 All 2 S 360 13 3 18 -7
j.S 20×N 10 7 High / Air 2 SJ 264 4[8] {2(2)2(4)}×4 34
j.H 36 10 7 High / Air 2 S 264 13 5 18
j.D 40 10 7 High / Air 2 SJ 264 7 5 32 + 5 Landing Recovery

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 0,68 NA 6,0 Forced: 65% Ground Throw: 85750 0,2 480 1 +12 to +22
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 192500 0 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 18 6 17 -9 1~23 Full
24~36 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 4 (15-48)+13 3 Hit: 11
Whiff: 20
-2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~Button release: 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
236P P Mappa Hunch 40 20 6 Mid 4 200 / 480 11 3 17 -1
236K K Mappa Hunch 40 20 6 Mid 4 200 / 480 14 6 15 -2
214P P Dandy Step 250 Total 30 1~3 Strike
214K K Dandy Step 250 Total 38 1~6 Strike
P Dandy > P Pilebunker (P Dandy Step) 70 20 6 Initial: 90% Mid 4 300 / 720 4 3 36 -20
K Dandy > P Pilebunker (K Dandy Step) 80 20 10 Forced: 85% Mid 4 300 / 720 4 3 36 -20
Dandy > K Crosswise Heel 27,32 10 7 Mid 2 300 / 480×2 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet
Dandy > S Under Pressure 36 10 7 Mid 2 250 / 720 5 2 12 ±0
Under Pressure > H It's Late 52 20 6 Initial: 90% High 4 250 / 720 14 6 10 +3 1~19F Throw
Dandy > H Helter Skelter 32 14 6 Initial: 80% All 3 300 / 720 25 6 13 +12 1~2F Low Body
22~25F Throw
632146P Undertow 60 NA 6 Initial: 70% Unblockable 4 200 / 720 39 1 22
63214H Bloodsucking Universe 0,72 NA 26,0 Forced: 80% Ground Throw: 161000 0 0 / 720 7 2 Total 42
j.214K 40×6 14 6 All 3 200 / 360×6 5 [2(2)]×6 14 After Landing

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
632146S Dead On Time 140 [175] 20 6 Forced: 85% All 4 -5000 / 0 7+0 8 36+21 After Landing -47 7~9 Strike
[1~9 All]
[7-9 Strike]
236236H Eternal Wings 88 20 6 Forced: 85% Mid 4 -5000 / 0 5+4 18 36+7 After Landing -42 1~26 Full
j.214214S Straight-Down Dandy 100 [120] 20 3 Forced: 80% [None] Mid 4 -5000 / 0 8+3 Until Landing 20 After Landing 1~10 Strike

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 All Dead DESTROY 14 6 All 3 0 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Slayer 5P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] 2S 5H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Slayer 2P.pngGuardMidStartup5Recovery6Advantage+2 5P, 2P, 6P - 2S - 5D, 2D Special, Super
6PGGXRD Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 - - - - - -
5KGGXRD Slayer 5K.pngGuardMidStartup7Recovery8Advantage+3 6P - - 6H 5D, 2D Jump, Special, Super
2KGGXRD Slayer 2K.pngGuardLowStartup6Recovery8Advantage+4 6P - - - 5D, 2D Special, Super
6KGGXRD Slayer 6K.pngGuardHigh / AirStartup20Recovery4+4 After Landing[Total 32]Advantage+1 - - - - - -
c.SGGXRD Slayer c.S.pngGuardMidStartup5Recovery14Advantage-4 6P 6K f.S 6H 5D, 2D Jump, Special, Super
f.SGGXRD Slayer f.S.pngGuardMidStartup13Recovery6Advantage+6 - - - 6H[+] 5D Jump, Special, Super
2SGGXRD Slayer 2S.pngGuardMidStartup10Recovery12Advantage-7 6P - - 2H 5D, 2D Jump, Special, Super
5HGGXRD Slayer 5H.pngGuardMidStartup13Recovery18Advantage-4 - - - 2H 5D, 2D Jump, Special, Super
2HGGXRD Slayer 2H.pngGuardLowStartup13Recovery25Advantage-10 - - - - - -
6HGGXRD Slayer 6H.pngGuardMidStartup17Recovery15Advantage-2 - - - - - Special, Super
5DGGXRD Slayer 5D.pngGuardHighStartup24Recovery20Advantage-9 - - - - - Homing Jump, Homing Dash
2DGGXRD Slayer 2D.pngGuardLowStartup9Recovery9Advantage-11 - - - - - -


Air Gatlings
P K S H D Cancel
j.PGGXRD Slayer j.P.pngGuardHigh / AirStartup5Recovery9Advantage- j.P[+] j.K[+], j.2K j.S j.H j.D Special, Super
j.KGGXRD Slayer j.K.pngGuardHigh / AirStartup6Recovery16Advantage- j.P j.2K j.S - j.D Jump, Special, Super
j.SGGXRD Slayer j.S.pngGuardHigh / AirStartup4[8]Recovery34Advantage- - j.K, j.2K - j.H - Jump, Special, Super
j.HGGXRD Slayer j.H.pngGuardHigh / AirStartup13Recovery18Advantage- - j.2K - - j.D Special, Super
j.DGGXRD Slayer j.D.pngGuardHigh / AirStartup7Recovery32 + 5 Landing RecoveryAdvantage- - j.2K - - - Jump, Special, Super
j.2KGGXRD Slayer j.2K.pngGuardAllStartup13Recovery18Advantage-7 - - - - - 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

Facedown or Faceup Knockdown

Knockdowns in Xrd may be either facedown or faceup. The table below lists the knockdown types for some of Slayer's common knockdowns.

Any move not listed below should cause a faceup knockdown (from an air hit that is not teched).

Slayer Knockdowns
Knockdown Type Move
Facedown 2H
2D
6P / DAA (after wall bounce)
Ground Throw
Blitz Attack
P Pilebunker (counterhit)
Eternal Wings
Faceup 6P / DAA (no wallbounce)
6H
j.D
Air Throw
Pilebunker (non-counterhit)
Crosswise Heel
It's Late
Footloose Journey
Undertow
Dead On Time
Straight Down Dandy

Backdash Cancel (BDC)

BDC Jump
Cancel Frame Invul Transferred to Jump
1-12 4
13 3
14 2
15 1
16+ 0
BDC Special
Cancel Frame Invul Transferred to Special/Super
1 7
2-9 6
10 5
11 4
12 3
13 2
14 1
15+ 0
  • Cancel Frame is the frame where the cancel takes place after the backdash starts. For BDC Jump, Cancel Frame is the frame when the jump input is made. For BDC Specials, Cancel Frame is the frame when the special/super is completed after canceling backdash into jump.
  • BDC Special data assumes that the special input is completed on the 1st frame of jump startup. If the special input is completed after the 1st frame of jump startup, fewer invulnerability frames are transferred to the special.

6K Frame Advantage on Crouchers

6K hits later on crouching characters than on standing, so the frame advantage varies.

Frame Advantage
Characters
+3  Bedman  Potemkin
+4  Kum
 Slayer (not blocking)
+5  Bedman (during forward crawl)
 Slayer (blocking)
and Everyone else
+6  Faust (during forward crawl)
 May  Venom  Baiken  Dizzy(in throw range and not blocking)

Navigation

 Slayer


To edit frame data, edit values in GGXRD-R2/Slayer/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information