GGXRD/Slayer/Frame Data: Difference between revisions

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  |frameAdv=-9
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  |inv=
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|description=
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{{FrameData-GGXRD
|version=Dead Angle Attack
|damage=25
|tension=-5000 / 264
|risc=-7/+10
|prorate=Initial: 50%
|level=2
|guard=All
|cancel=
|roman=
|startup=18
|active=6
|recovery=17
|frameAdv=-9
|inv=1~23 Full<br/>24~36 Throw
  |description=
  |description=
  }}
  }}
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==Throws==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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  |inv=
  |inv=
  |description=*Stun value: 30
  |description=*Stun value: 30
}}
|-
{{FrameData-GGXRD
|version=Dead Angle Attack
|damage=25
|tension=-5000 / 264
|risc=-7/+10
|prorate=Initial: 50%
|level=2
|guard=All
|cancel=
|roman=
|startup=18
|active=6
|recovery=17
|frameAdv=-9
|inv=1~23 Full<br/>24~36 Throw
|description=
  }}
  }}
|-
|-

Revision as of 00:55, 29 April 2016

System Data

Defense Modifier: x0.96

Guts Rating: 1

Stun Resistance: 70

Jump Startup: 4F

Backdash Time: 28F

Backdash Invincibility: 1-20F


Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
16 144 -8/+3 - 0 Mid CSJ YRP 5 6 6 -2 -
5K
28 264 -7/+10 Initial: 90% 2 Mid SJ YRP 7 3 8 +3 -
c.S
28 264 -7/+10 - 2 Mid SJ YRP 5 4 14 -4 -
f.S
32 264 -7/+10 - 2 Mid SJ YRP 13 2 6 +6 -
5H
50 384 -6/+20 - 4 Mid SJ YRP 13 5 18 -4 -
  • 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 -
2K
16 264 -7/+10 Initial: 90% 2 Low S YRP 6 2 8 +4 -
2S
28 264 -7/+10 - 2 Mid SJ YRP 10 9 12 -7 -
2H
48 384 -6/+20 Initial: 80% 3 Low - YRP 13 2 25 -10 5~14 Foot
  • Stun value: 13
j.P
13 264 -7/+6 - 1 High / Air CS YRP 5 3 9 - -
j.K
24 264 -7/+10 - 2 High / Air SJ YRP 6 9 16 - -
j.S
20×N 264 -7/+10 - 2 High / Air SJ YRP 4[8] [2(2)2(4)]×4 34 - -
  • [ ] Indicates during forward attack
j.H
36 264 -7/+10 - 2 High / Air S YRP 13 5 18 - -
j.D
40 264 -7/+10 - 2 High / Air SJ YRP 7 5 32 + 5 Landing Recovery - -
6P
45 384 -6/+20 Initial: 90% 4 Mid - YRP 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
6K
30 264 -7/+10 Initial: 90% 2 High / Air - YRP 20 5 4+5 After Landing[Total 30] 0 6~Airborne
  • [ ] Values are when doing 6K Feint
6H
50 384 -6/+20 - 4 Mid S YRP 17 6 15 -2 -
j.2K
22 360 -15/+10 - 2 All S YRP 13 3 18 - -
2D
30 384 -6/+20 - 4 Low - YRP 9 21 9 -11 -
5D
28 264 -20/+10 Initial: 80% 2 High - YRP 24 3 20 -9 -

Universal Mechanics

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,68 480 -6,-0/NA Forced: 65% 0,2 Ground Throw: 85750 - R 1 - - +13 -
  • Stun value: 34
Air Throw
0,60 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - -
  • 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

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Mappa Hunch (P)
236P
40 200 / 480 -6/+20 - 4 Mid - YRP 11 3 17 -1 -
Mappa Hunch (K)
236K
40 200 / 480 -6/+20 - 4 Mid - YRP 14 6 15 -2 -
Bloodsucking Universe
63214H
0,72 0 / 720 -26,-0/NA Forced: 80% 0 Ground Throw: 161000 - RP 7 2 - - -
  • On Whiff: Total 42F
  • Maximum stagger length 49F, frame advantage +7 to +32
Dandy Step (P)
214P
- 250 - - - - - YRP - - Total 30 - 1~3 Strike
  • Can cancel in to Followups 15F onwards
Dandy Step (K)
214K
- 250 - - - - - YRP - - Total 38 - 1~6 Strike
  • 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 -
  • 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 -
  • 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 All excluding foot
→Under Pressure
Dandy Step > S
36 250 / 720 -7/+10 - 2 Mid - YRP 5 2 12 ±0 -
→→It's Late
Under Pressure > H
52 250 / 720 -6/+20 - 4 High - YRP 14 6 10 +3 1~19 Throw
→Helter Skelter
Dandy Step > H
32 300 / 720 -6/+14 - 3 All - YRP 25 6 13 +12 1~2 Low Body
3~Airborne
  • 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 - -
Undertow
632146P
60 200 / 720 -6/NA Initial: 70% 4 Unblockable - YRP 39 1 22 - -

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Dead On Time
632146S
140 -5000 / 0 -6/+20 - 4 All - YRP 7+0 8 36+21 After Landing -47 7~9 Strike
Eternal Wings
236236H
88 -5000 / 0 -6/+20 - 4 Mid - YRP 5+4 18 36+7 After Landing -42 1~26 Full
Straight-Down Dandy
j.214214S
100 -5000 / 0 -3/+20 - 4 Mid - YRP 8+3 Until Landing 20 After Landing - 1~10 Strike

Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
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]
  • [ ] 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)

Older Frame Data


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc