GGXRD/Chipp Zanuff/Frame Data

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System Data[edit]

Defense Modifier: x1.30

Guts Rating: 4

Stun Resistance: 50

Jump Startup: 3F

Backdash Time: 21F

Backdash Invincibility: 1-9F


Normal Moves[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
6 144 -8/+3 - 0 Mid CSJ YRP 3 1 8 +1 -
5K
12 144 -8/+3 Initial: 85% 0 Mid CSJ YRP 5 5 8 -3 -
c.S
28 264 -7/+10 - 2 Mid SJ YRP 4 2 10 +2 -
f.S
26 264 -7/+10 - 2 Mid S YRP 7 2 18 -6 -
5H
30 384 -6/+20 Initial: 95% 4 Mid SJ YRP 10 7 16 -4 -
2P
6 144 -8/+3 Initial: 80% 0 Mid CS YRP 4 2 7 +1 -
2K
8 144 -8/+3 Initial: 70% 0 Low CS YRP 5 4 7 -1 -
2S
28 264 -7/+10 - 2 Mid S YRP 7 4 11 -1 -
  • Staggers opponent on CH. Max duration 39F
  • Stagger Frame Adv: +9 to +29
2H
34 384 -6/+20 Initial: 90% 4 Mid S YRP 7 9 18 -8 -
j.P
8 144 -8/+3 - 0 High / Air CS YRP 5 4 4 - -
j.K
16×2 144 -8/+3 - 0 High / Air CSJ YRP 5 6,2 8 - -
j.S
28 264 -7/+10 - 2 High / Air SJ YRP 9 10 18 - -
j.H
26×2 264 -7/+10 - 2 High / Air S YRP 8 6,6 29 - -
j.D
36 264 -7/+10 - 2 High / Air S YRP 6 8 18 + 5 Landing Recovery - -
6P
22 264 -7/+10 - 2 Mid SJ YRP 9 3 25 -14 1~3 Above Knees
4~11 Low Profile
6K
20 264 -7/+6 - 1 High / Air - YRP 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot
6H
60 384 -6/+20 - 4 Mid SJ YRP 17 6 15 -2 -
j.2K
16×3 144 -8/+3 - 0 All - YRP 8 Until Landing 0 - -
2D
26 264 -7/+6 - 1 Low S YRP 9 2 17 -7 5~10 Foot
5D
22 264 -20/+10 Initial: 80% 2 High - YRP 27 4 9 +1 -

Universal Mechanics[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,60 480 -6,-0/NA Forced: 65% 0 Ground Throw: 63000 - R 1 - - +40 -
  • Stun: 30
Air Throw
0,60 480 -6,-0/NA Forced: 65% 0,4 Air Throw: 192500 - R 1 - - - -
  • Stun: 30
Dead Angle Attack
25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 11 8 14 -8 1~18 Full
19~24 Throw

Special Moves[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Alpha Blade
236P
36 150 / 360 -6/+14 - 3 Mid - YRP 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
Aerial Alpha Blade
j.236P
32 75 / 360 -7/+10 - 2 All - YRP 14 14 18 After Landing -19 -
  • Frame Advantage is on lowest height
Alpha Plus
Alpha Blade > H
38 150 / 600 -6/+14 - 3 Mid - YRP 9 12 18 -13 -
Beta Blade
623S
30,26 200 / 600,240 -7/+10 - 2 Mid - R 5 4,18 16+10 After Landing -30 1~12 Strike
9~Airborne
Aerial Beta Blade
j.623S
28,18 200 / 480,240 -6/+20 - 4 All - R 3 2,16 5 After Landing - 1~4 Strike
Gamma Blade
41236H
32 200 / 120 -20/+10 - 2 All - YRP 19 9 Total 56 +5 -
Genrouzan
63214S
0,90 300 / 0,720 -6,-0/NA Forced: 60% 0,4 Ground Throw - YRP 27 11 12 +54 9 Strike
10~Airborne& Foot
  • Stun: 45
Tsuyoshishiki Meisai
214K
- - - - - - - Y - - Total 29 - -
Tsuyoshishiki Ten'i (P)
22P
- 50 / - - - - - Y - - Total 21 - 7~15 Strike
Tsuyoshishiki Ten'i (K)
22K
- 50 / - - - - - Y - - Total 30 - 10~12 Strike
Tsuyoshishiki Ten'i (S)
22S
- 50 / - - - - - Y - - Total 20 - 10~12 Strike
Tsuyoshishiki Ten'i (H)
22H
- 50 / - - - - - Y - - Total 20 - 10~12 Strike
Resshou
236S
18 125 / 300 -7/+10 - 2 Mid - YRP 13 5 10 -1 -
Rokusai
Resshou > 236S
22 125 / 300 -6/+20 - 4 Low - YRP 8 1 25 -7 -
Senshuu
Resshou or Rokusai > 236K
30 125 / 480 -6/+14 - 3 High - YRP 25 6 10+12 After Landing -11 15~Airborne& Low Body
Shuriken (Slow)
j.214P
1 50 / 120 -8/+2 - 0 All - YRP 23 - Until Landing+6 After Landing - -
Shuriken (Fast)
j.214P
1 50 / 120 -8/+2 - 0 All - YRP 8 - Total 16 + 3 Landing Recovery - -
Shinkirou
623H
20 150 / 360 -7/+10 - 2 All - YRP 16 12 16 -14 16~Airborne
Wall Cling
Near Wall > 64
- - - - - - - YRP - - - - -
  • 12~Followup moves possible
Up and Down Movement
Wall Cling > 8 or 2
- - - - - - - YRP - - - - -
  • 10~Double Jump or Air Dash or Air Backdash possible
Horizontal Movement
Wall Cling > 6 or 3 or 9
- - - - - - - YRP - - Until Landing - -
Jump Down
Wall Cling > 4
- - - - - - - YRP - - Total 6 - -
Wall Followup Alpha Blade
Wall Cling > P
32 75 / 360 -7/+10 - 2 All - YRP 17 Until Landing 23 - -
Wall Followup Kunai
Wall Cling > K
10 50 / 120 -8/+3 - 0 All - Y 9 - Total 18 - -
Wall Followup Genrouzan
Wall Cling > S
0,90 300 / 0,720 -6,-0/NA Forced: 60% 0,4 Ground Throw: 17500 - YRP 17 Until Landing 18 After Landing - -
  • Stun: 45
Wall Followup Genouzan
Wall Cling > H
0,90 300 / 0,720 -6,-0/NA Forced: 60% 0,4 Air Throw: 17500 - YRP 17 19 Until Landing+10 After Landing - -
  • Stun: 45

Overdrives[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Zansei Rouga
632146H
24×5,150 -5000 -6/+20 - 4 Mid - YRP 21+0 Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
  • Frame Advantage listed is on crouching block Sol
Ryuu Yanagi
j.214214K
20×12 -5000 -7/+10 - 2 All - Y 1+2 - Total 21 - -
Banki Messai
236236K
6×32,38×4 -5000 -2×32,-6×4/+5×36 - 2×32,4×4 Mid×32, All×4 - YRP 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 - -14 3~10 Strike
  • Startup depends on distance.
  • On whiff, total animation is 49F

Instant Kill[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Raisetsudan
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 102F [5F+5F]

Gatling Table[edit]

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
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 5P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 5P 2P 6P 2K 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Jump, Sp
2H - - - - - Sp
6H - - - - - Jump, Sp
5D - - - - - Homing jump, Homing dash
2D - - - - - 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.K j.S j.H j.D Jump, Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - 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)

Older Frame Data[edit]


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc