GGXRD-R2/Venom/Frame Data

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< GGXRD-R2‎ | Venom
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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 6 144 -8/+3 Initial: 85% 0 Mid CSJ YRP 6 3 9 -2 - Click!
5K 12 144 -8/+3 Initial: 90% 0 Mid SJ YRP 7 3 15 -8 - Click!
c.S 16×3 384 -8/+20 - 4 Mid SJ YRP 5 2,2,7 20 -8 - Click!
f.S 24 264 -7/+10 - 2 Mid S YRP 9 2 18 -6 - Click!
5H 42 384 -6/+20 - 4 Mid S YRP 10 7 15 -3 - Click!
2P 6 144 -8/+3 Initial: 80% 0 Mid CS YRP 7 4 10 -4 - Click!
2K 8 144 -8/+3 Initial: 70% 0 Low S YRP 5 3 9 -2 - Click!
2S 22 264 -7/+10 - 2 Mid S YRP 6 2 19 -7 - Click!
2H 20×2 384 - - 3 Low, Mid S YRP 10 3,5 20 -8 - Click!
j.P 10 144 -8/+3 - 0 High / Air CSJ YRP 7 6 9 - - Click!
j.K 12 264 -7/+10 - 2 High / Air S YRP 9 12 12 - - Click!
j.S 22 264 -7/+10 - 2 High / Air SJ YRP 7 5 21 - - Click!
j.H 32 264 -7/+10 - 2 High / Air S YRP 10 8 18 - - Click!
j.D 36 384 -6/+14 - 3 High / Air S YRP 12 6 22 + 5 Landing Recovery - - Click!
6P 28 264 -7/+10 - 2 Mid SJ YRP 7 7 16 -9 1~3 Upper Body
4~6 Above Knees
Click!
6H 52 384 -6/+20 - 4 Mid S YRP 15 8 21 -10 - Click!
2D 20×2 264 -7/+10 - 2 Low S YRP 6 2(15)8 14 -8 6~7 Upper Body
8~18 Above Knees
19~29 Low Profile
30~32 Above Knees
Click!
5D 25 264 -20/+10 Initial: 80% 2 High - YRP 25 3(2)3 15 -9 - Click!
  • Maximum 1 Hit

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 0,6×7 0,480,0 -6,-0/NA Forced: 50% 0 Ground Throw: 75250 - R 1 - - - - Click!
  • Stun value: 3*7
Air Throw 0,6×7 0,480,0 -6,-0/NA Forced: 50% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 3*7
Dead Angle Attack 20 -5000 / 264 -7/+10 Initial: 50% 2 All - - 13 3 24 -13 1~15 Full
16~35 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz 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 20 +5 1~50: Blitz 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
Ball Formation
214P/K/S/H
- 75 / ― - - - - - Y - - Total 26(Ground)
Total 35(Air)
- - Click!
  • Teleport (Followup) possible at 25F
→Teleport (Followup)
Hold button after Ball Formation
- - - - - - - Y - - Total 20 - 7~10 Strike
11~14 Full
Click!
  • Teleport finishes at 15F
Teleport
623K
- - - - - - - Y - - Total 20 - 7~10 Strike
11~14 Full
Click!
  • Teleport finishes at 15F
Stinger Aim (S)
[4]6S
30 250 / 120 -7/+10 - 2 All - YRP 15~26 - Total 43~54 -2 - Click!
  • 40f charge time
Stinger Aim (S)(Level 1 Charge)
[4]6S
22×2 250 / 120 -6*2/+10, +2 - 2 All - YRP 27~47 - Total 55~75 +6 - Click!
Stinger Aim (S)(Level 2 Charge)
[4]6S
22×3 250 / 120 -6*3/+10, +2*2 - 2 All - YRP 48~74 - Total 76~102 +15 - Click!
Stinger Aim (S)(Level 3 Charge)
[4]6S
22×6 250 / 120 -6/+10, +2*5 - 2 All - YRP 75~95 - Total 103~123 +37 - Click!
Stinger Aim (H)
[4]6H
42 250 / 120 -7/+10 - 2 All - YRP 9~20 - Total 44~55 -9 - Click!
  • 40f charge time
Stinger Aim (H)(Level 1 Charge)
[4]6H
25×2 250 / 120 -6/+10, +2 - 2 All - YRP 21~41 - Total 56~76 -1 - Click!
Stinger Aim (H)(Level 2 Charge)
[4]6H
25×3 250 / 120 -6/+10, +2*2 - 2 All - YRP 42~68 - Total 77~103 +8 - Click!
Stinger Aim (H)(Level 3 Charge)
[4]6H
25×6 250 / 120 -6/+10, +2*5 - 2 All - YRP 69~89 - Total 104~124 +30 - Click!
Carcass Raid (S)
[2]8S
36 200 / 120 -7/+10 - 2 All - YRP 16 - Total 32 +10 - Click!
  • 40f charge time
Carcass Raid (H)
[2]8H
50 200 / 120 -7/+10 - 2 All - YRP 13 - Total 48 -9 - Click!
  • 40f charge time
Ball Hit 26~50 120 -7/+2 - 2 All - YRP 1 - - - - Click!
  • Damage depends on what hit the ball. See Ball Velocity Table for details.
Double Head Morbid (S)
623S
15×4 130 / 216 -7/+10 - 2 Mid - YRP 9 4×4 18 -8 - Click!
Double Head Morbid (H)
623H
18×4 200 / 264 -7/+10 - 2 Mid - YRP 15~34 24 18 -16 - Click!
  • Maximum 4 Hit
QV
41236P/K/S/H
25 200 / 120 -8/+2 - 0 [1, 2, 3] Mid - YRP 20~83 8 Total 38~101 -4 [-1, +1, +5] - Click!
  • Charge times: Lvl1: 33F, Lvl2: 45F, Lvl3: 83F
  • [Lvl1,Lvl2,Lvl3] indicates Charge Level
Mad Struggle (S)
j.236S
12×4 150 / 240 -7/+10 - 2 High / Air - YRP 18 Until Landing 6 After Landing +7 - Click!
Mad Struggle (H)
j.236H
15×7, 25×3 150 / 240×4,720×3 -7/+10 - 2 High / Air×4,Mid×3 - YRP 16 Until Landing (5)2,6,2 18 -6 After Landing 1~7 Strike 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
Dark Angel
2363214S
[2363214D]
10×34
[12*34]
-5000/0 -2/+3 - 4 All - Y 7+18 - Total 43 +102 7 Full
8~15 Strike
[1-26 All]
Click!
  • Stun value: 0
  • Values in [ ] are for Burst version
  • Chip damage is 2*34
Red Hail 30×8 -5000/0 -7/+2 - 0 All - YRP 7+0 - 9 After Landing - 7 Strike Click!
  • Shoots every 8F
Bishop Runout
2363214H
- -5000/0 - - - - - Y 10+0 - 3 - 10 Strike Click!
  • Default duration 240F. Hellfire duration 288F.

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
Giga Machina System
During IK Mode: 236236H
DESTROY - -6/+3 - 0 All - - 9+17
[5+14]
4 33 -20 9~45 Full
[5~38 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 52F [5F+5F]


Ball Velocity Damage Tables

Normals
5P 2P 6P j.P
23 23 36 28
5K 2K j.K
32 30 32
c.S f.S 2S j.S
32 38 34 37
5H 2H 6H j.H
42 42 50 46
5D 2D j.D
50 32 48
Specials and Overdrives
Stinger Aim (S) Stinger Aim (H)
30 42
Carcass Raid (S) Carcass Raid (H)
35 50
Double Head Morbid (S) Double Head Morbid (H)
37 40
Mad Struggle (S) Mad Struggle (H)
37 Dive: 37 Kick: 40
Red Hail
48


Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
2P 5P, 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Su
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
5K 6P - c.S, f.S, 2S 2H 5D, 2D Jump, Sp, Su
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp, Su
c.S 6P - f.S, 2S 5H 5D, 2D Jump, Sp, Su
f.S - - 2S 5H, 2H 5D, 2D Sp, Su
2S - - - 5H, 2H 5D, 2D Sp, Su
5H - - - - - Sp, Su
2H - - - - 5D, 2D Sp, Su
6H - - - - - Sp, Su
5D - - - - Homing Jump/Dash
2D - - - - - Sp, Su
Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S j.H j.D Jump, Sp, Su
j.K j.P - j.S - j.D Sp, Su
j.S j.P - - j.H j.D Jump, Sp, Su
j.H - - - - j.D Sp, Su
j.D - - - - - Sp, Su
  • 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)

Navigation

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