GGXRD-R2/Slayer/Frame Data

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< GGXRD-R2‎ | Slayer
Revision as of 08:56, 1 March 2018 by Daymendou (talk | contribs) (Rev 2.1 2K and 2S damage increases)

System Data

Defense Modifier: x0.96
Guts Rating: 1
Weight:
Stun Resistance: 70
Prejump:
Backdash Time 28F / Invul: 1-20F
Wakeup (Face Up/Down): /

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 16 144 -8/+3 - 0 Mid CSJ YRP 5 6 6 -2 - Click!
5K 28 264 -7/+10 Initial: 90% 2 Mid SJ YRP 7 3 8 +3 - Click!
c.S 28 264 -7/+10 - 2 Mid SJ YRP 5 4 14 -4 - Click!
f.S 32 264 -7/+10 - 2 Mid SJ YRP 13 2 6 +6 - Click!
5H 50 384 -6/+20 - 4 Mid SJ YRP 13 5 18 -4 - Click!
  • Staggers opponent on hit. Max duration 39F
  • Stagger Frame Adv -3F to +17F
2P 10 144 -8/+3 Initial: 80% 0 Mid CS YRP 5 2 6 +2 - Click!
2K 20 264 -7/+10 Initial: 90% 2 Low S YRP 6 2 8 +4 - Click!
2S 34 264 -7/+10 - 2 Mid SJ YRP 10 9 12 -7 - Click!
2H 48 384 -6/+20 Initial: 80% 3 Low - YRP 13 2 25 -10 5~14 Foot Click!
  • Stun value: 13
j.P 13 264 -7/+6 - 1 High / Air CS YRP 5 3 9 - - Click!
j.K 24 264 -7/+10 - 2 High / Air SJ YRP 6 9 16 - - Click!
j.S 20×N 264 -7/+10 - 2 High / Air SJ YRP 4[8] [2(2)2(4)]×4 34 - - Click!
  • [ ] Indicates during forward attack
j.H 36 264 -7/+10 - 2 High / Air S YRP 13 5 18 - - Click!
j.D 40 264 -7/+10 - 2 High / Air SJ YRP 7 5 32 + 5 Landing Recovery - - Click!
6P 45 384 -6/+20 Initial: 90% 4 Mid - YRP 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
Click!
6K 30 264 -7/+10 Initial: 90% 2 High / Air - YRP 20 5 4+4 After Landing[Total 30] +1 6~Airborne Click!
  • [ ] Values are when doing 6K Feint
6H 50 384 -6/+20 - 4 Mid S YRP 17 6 15 -2 - Click!
j.2K 22 360 -15/+10 - 2 All S YRP 13 3 18 - - Click!
2D 30 384 -6/+20 - 4 Low - YRP 9 21 9 -11 - Click!
5D 28 264 -20/+10 Initial: 80% 2 High - YRP 24 3 20 -9 - 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 0,68 480 -6,-0/NA Forced: 65% 0,2 Ground Throw: 85750 - R 1 - - +13 - Click!
  • Stun value: 34
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 18 6 17 -9 1~23 Full
24~36 Throw
Click!
Blitz Attack 60 - - 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
60 - - - 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
Mappa Hunch (P)
236P
40 200 / 480 -6/+20 - 4 Mid - YRP 11 3 17 -1 - Click!
Mappa Hunch (K)
236K
40 200 / 480 -6/+20 - 4 Mid - YRP 14 6 15 -2 - Click!
Bloodsucking Universe
63214H
0,72 0 / 720 -26,-0/NA Forced: 80% 0 Ground Throw: 161000 - RP 7 2 - - - Click!
  • On Whiff: Total 42F
  • Maximum stagger length 49F, frame advantage +12 to +32
  • Stun value: 0
  • On hit, Slayer's next special or overdrive is an automatic counterhit. Effect lasts for 180F
  • This effect is removed during the next special or overdrive's startup, regardless of whether the move hits or completes startup.
  • Bloodsucking Universe and Dandy Step neither benefit from nor remove the effect.
Dandy Step (P)
214P
- 250 - - - - - YRP - - Total 30 - 1~3 Strike Click!
  • Can cancel in to Followups 15F onwards
Dandy Step (K)
214K
- 250 - - - - - YRP - - Total 38 - 1~6 Strike Click!
  • Can cancel in to Followups 27F onwards
→Pilebunker (P Dandy Step)
Dandy Step (P) > P
70 300 / 720 -6/+20 Initial: 90% 4 Mid - YRP 4 3 36 -20 - Click!
  • Stun value: 50
→Pilebunker (K Dandy Step)
Dandy Step (K) > P
80 300 / 720 -10/+20 Forced: 85% 4 Mid - YRP 4 3 36 -20 - Click!
  • Stun value: 60
→Crosswise Heel
Dandy Step > K
27,32 300 / 480×2 -7/+10 - 2 Mid - YRP 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet
Click!
→Under Pressure
Dandy Step > S
36 250 / 720 -7/+10 - 2 Mid - YRP 5 2 12 ±0 - Click!
→→It's Late
Under Pressure > H
52 250 / 720 -6/+20 Initial: 90% 4 High - YRP 14 6 10 +3 1~19 Throw Click!
→Helter Skelter
Dandy Step > H
32 300 / 720 -6/+14 Initial: 80% 3 All - YRP 25 6 13 +12 1~2 Low Body
3~Airborne
Click!
  • Recovery removed in air
Footloose Journey
j.214K
40×6 200 / 360×6 -6/+14 - 3 All - YRP 5 [2(2)]×6 14 After Landing - - Click!
Undertow
632146P
60 200 / 720 -6/NA Initial: 70% 4 Unblockable - YRP 39 1 22 - - 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
Dead On Time
632146S
140 -5000 / 0 -6/+20 Forced: 85% 4 All - YRP 7+0 8 36+21 After Landing -47 7~9 Strike Click!
  • Stun value: 70
Eternal Wings
236236H
88 -5000 / 0 -6/+20 Forced: 85% 4 Mid - YRP 5+4 18 36+7 After Landing -42 1~26 Full Click!
Straight-Down Dandy
j.214214S
100 [120] -5000 / 0 -3/+20 Forced: 80% [None] 4 Mid - YRP 8+3 Until Landing 20 After Landing - 1~10 Strike Click!
  • [ ] Values are for the second hit (the orb above Slayer's head)

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
During IK Mode: 236236H
DESTROY 0 -6/+14 - 3 All - - 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 80F [5F+5F]

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 - - - - 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)

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