GGXRD-R2/Zato-1/Frame Data: Difference between revisions

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==[[GGXRD-R2/Frame Data|System Data]]==
==[[GGXRD-R2/Frame Data|System Data]]==
{{#lst:GGXRD-R2/Zato-1/Data|SystemData}}
{| class='wikitable'
 
|-
! Defense
|| {{#lst:GGXRD-R2/Zato-1/Data|defense}}
|-
! Guts
|| {{#lst:GGXRD-R2/Zato-1/Data|guts}}
|-
! Weight
|| {{#lst:GGXRD-R2/Zato-1/Data|weight}}
|-
! Stun Resistance
|| {{#lst:GGXRD-R2/Zato-1/Data|stunres}}
|-
! Prejump
|| {{#lst:GGXRD-R2/Zato-1/Data|prejump}}
|-
! backdash
|| {{#lst:GGXRD-R2/Zato-1/Data|backdash}}
|-
! Wakeup
|| {{#lst:GGXRD-R2/Zato-1/Data|wakeup}}
|-
|}


==Normal Moves==
==Normal Moves==

Revision as of 04:51, 7 August 2020

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System Data

Defense
Guts
Weight
Stun Resistance
Prejump
backdash
Wakeup

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
  • Stun value: 44x2
6K
  • Staggers opponent on hit. Max duration 39F, Frame Adv: +1 to +21
6H
2D
5D

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: 25
Air Throw
  • Stun value: 30
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
Eddie Summon
236P/K/S/H
  • 10~summon can perform actions,Summon Gauge maximum 6000,-10 every 1F
Eddie Recall
Eddie summoned > 236P/K/S/H
  • Eddie is recalled on frame 7
Shadow Puddle Eddie Summon
214D
  • Summon Gauge:-720
Small Attack
Eddie > ]P[
  • Summon Gauge:-720
  • [ ] Values for Eddie not summoned > 236P
Traversing Attack
Eddie > ]K[
  • Summon Gauge:-1800
  • [ ] Values for Eddie not summoned > 236K
Anti Air Attack
Eddie > ]S[
  • Summon Gauge:-1200
  • [ ] Values for Eddie not summoned > 236S
Shadow Puddle
Eddie > ]H[
  • Summon Gauge:-720
Drill Special
Eddie > ]D[
  • Summon Gauge:-6000
  • [ ] Values for Eddie not summoned > 236D
Deadman's Hand
Eddie > 63214D
  • Summon Gauge:-2100
  • When Summon Gauge is above 50%, damage is 0, 65
Invite Hell (S)
22S
Invite Hell (H)
22H
Break the Law
214K
  • After releasing button 1~3 Full,4~8 Strike
  • Reappearing animation depends on how long Zato spends underground.
  • 16-??F Underground: 16F recovery, ??-??F Underground: 24F recovery, ??-120F Underground: 36F recovery
Damned Fang
623S
  • Stun value: 46
Drunkard Shade
214S
Shadow Gallery
j.41236S
  • Startup changes based on height off ground

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
Amorphous
632146H
  • Values in [ ] are for Burst version
Executor
j.236236S
Great White
632146S
  • Summon Gauge:-3000
  • Eddie appears summoned after Great White ends if Summon Gauge is not empty

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
Guzmania Magnifica
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 68F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D Jump, Sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D Sp
6P - - c.S, f.S, 2S 5H, 2H 5D Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - - f.S, 2S 2H, 6H 5D Sp
6K - - - - - -
c.S 6P 5K f.S, 2S 5H, 2H 5D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D Sp
6H - - - - 2D -
5D - - - - - homing jump, homing dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S j.H j.D Sp
j.K j.P - j.S j.H - Jump, Sp
j.S - - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - 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)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGXRD-R2/Zato-1/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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