GGXRD-R2/Venom/Frame Data

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< GGXRD-R2‎ | Venom
Revision as of 00:35, 4 March 2019 by Shtkn (talk | contribs)

System Data


Normal Moves

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
5K
c.S
f.S
5H
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
6P
6H
2D
5D
  • Maximum 1 Hit

Universal Mechanics

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
  • Stun value: 3*7
Air Throw
  • Stun value: 3*7
Dead Angle Attack
Blitz Attack
  • 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
  • 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

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
  • Teleport (Followup) possible at 25F
→Teleport (Followup)
Hold button after Ball Formation
  • Teleport finishes at 15F
Teleport
623K
  • Teleport finishes at 15F
S Stinger Aim
[4]6S (Charge Lv 0/1/2/3)
  • 40f charge time
H Stinger Aim
[4]6H (Charge Lv 0/1/2/3)
  • 40f charge time
S Carcass Raid
[2]8S
  • 40f charge time
H Carcass Raid
[2]8H
  • 40f charge time
Ball Hit
  • Damage depends on what hit the ball. See Ball Velocity Table for details.
S Double Head Morbid
623S
H Double Head Morbid
623H
  • Maximum 4 Hit
QV
41236P/K/S/H
  • Charge times: Lvl1: 33F, Lvl2: 45F, Lvl3: 83F
  • [Lvl1,Lvl2,Lvl3] indicates Charge Level
S Mad Struggle
j.236S
H Mad Struggle
j.236H

Overdrives

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]
  • Stun value: 0
  • Values in [ ] are for Burst version
  • Chip damage is 2*34
Red Hail
j.236236H
  • Shoots every 8F
Bishop Runout
2363214H
  • Default duration 240F. Hellfire duration 288F.

Instant Kill

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 ID Mode: 236236H
  • [ ] 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

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.

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