GGXRD-R2/Slayer/Frame Data

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< GGXRD-R2‎ | Slayer
Revision as of 06:37, 15 February 2019 by Shtkn (talk | contribs)

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

{{{text}}}

5K
c.S
f.S

{{{text}}}

5H

{{{text}}}

2P
2K
2S
2H

{{{text}}}

j.P
j.K
j.S

{{{text}}}

j.H
j.D

{{{text}}}

6P

{{{text}}}

6K

{{{text}}}

6H

{{{text}}}

j.2K

{{{text}}}

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

{{{text}}}

Air Throw

{{{text}}}

Dead Angle Attack
Blitz Attack

{{{text}}}

Blitz Attack
Max Charge

{{{text}}}

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
Mappa Hunch (P)
236P
Mappa Hunch (K)
236K
Bloodsucking Universe
63214H

{{{text}}}

Dandy Step (P)
214P

{{{text}}}

Dandy Step (K)
214K

{{{text}}}

→Pilebunker (P Dandy Step)
Dandy Step (P) > P

{{{text}}}

→Pilebunker (K Dandy Step)
Dandy Step (K) > P

{{{text}}}

→Crosswise Heel
Dandy Step > K

{{{text}}}

→Under Pressure
Dandy Step > S

{{{text}}}

→→It's Late
Under Pressure > H
→Helter Skelter
Dandy Step > H

{{{text}}}

Footloose Journey
j.214K
Undertow
632146P

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
Dead On Time
632146S
[632146D]

{{{text}}}

Eternal Wings
236236H
Straight-Down Dandy
j.214214S

{{{text}}}

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
All Dead

{{{text}}}

Gatling Table

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


Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K[+], j.2K[+] j.S j.H j.D Sp
j.K j.P j.2K j.S - j.D Jump, Sp
j.S - j.K, j.2K - j.H - Jump, Sp
j.H - j.2K - - j.D Sp
j.D - j.2K - - - 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)

Navigation

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