GGXRD/Venom/Frame Data 1.0: Difference between revisions

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< GGXRD‎ | Venom
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|-
|-
! 5P
! 5P
| - || - || - || - || - || -
| <Span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp, Su
|-
|-  
! 2P
| 5P, <Span style="color:green">2P</span>, 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 || Sp, Su
|-  
! 5K
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp, Su
|-
! 2K
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp, Su
|-
! c.S
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp, Su
|-
! f.S
| - || - || 2S || 5H, 2H || 5D, 2D || Sp, Su
|-
! 2S
| - || - || - || 5H, 2H, 6H || 5D, 2D || Sp, Su
|-
! 5H
| - || - || - || - || - || Sp, Su
|-
! 2H
| - || - || - || - || 5D, 2D || Sp, Su
|-
! 6H
| - || - || - || - || - || Sp, Su
|-
! 5D
| - | || - || - || - || - || Homing Jump/Dash
|-
! 2D
| - || - || - || - || - || Sp, Su
|-  
|}
|}


{| 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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|-
|-
! j.P
! j.P
| - || - || - || - || - || -
| <span style="color:green">j.P</span> || <span style="color:green">j.K</span> || j.S || j.H || - || Jump, Sp, Su
|-
|-  
! j.K
| j.P || - || j.S || j.H || j.D || Sp, Su
|-  
! j.S
| j.P || j.K || - || j.H || j.D || Jump, Sp, Su
|-  
! j.H
| - || - || - || - || j.D || Sp, Su
|-
! j.D
| - || - || - || - || - || Jump, Sp, Su
|}
|}
*5D can be only canceled into Homing Jump and Homing Dash on ground hit
*5D can be only canceled into Homing Jump and Homing Dash on ground hit

Revision as of 01:31, 18 November 2014

System Data

Defense Modifier: x1.06

Guts Rating: 1?

Stun Resistance: 60?

Jump Startup: 4F

Backdash Time: 13F

Backdash Invincibility: 1-7F

Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
6 144 8 85 0 Mid - - 6 3 9 -2
5K
12 144 8 90 0 Mid - - 7 3 15 -8
c.S
16×3 384 8 4 Mid - - 5 2,2,7 20 -8
f.S
24 264 7 2 Mid - - 9 2 18 -6
5H
42 384 6 4 Mid - - 10 7 15 -3
2P
6 144 8 80 0 Mid - - 7 4 10 -4
2K
8 144 8 70 0 Low - - 5 3 9 -2
2S
22 264 7 2 Mid - - 6 2 19 -7
2H
20×2 384 6 3 Mid - - 7 6,3 21 -7
j.P
10 144 8 0 High / Air - - 7 6 9
j.K
12 264 7 2 High / Air - - 9 12 12
j.S
24 264 7 2 High / Air - - 7 5 21
j.H
36 264 7 2 High / Air - - 10 8 18
j.D
40 384 6 3 High / Air - - 12 6 22 / 5 Landing Recovery
6P
28 264 7 2 Mid - - 7 3 20 -9 1~3,7~9 Upper Body,4~6 Above Knees
6H
52 384 6 4 Mid - - 15 8 21 -10
2D
20×2 264 7 2 Low - - 6 1(15)8 14 -8 7~18 Above Knees,19~29 Low Profile
5D
25 264 20 80 2 High - - 25 3(2)3 15 -9

Maximum 1 Hit

Dead Angle Attack
20 -5000 / 264 7 50 2 Mid / Air - - 13 3 24 -13 1~15 Full,16~35 Throw

Throws

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,6×7 0,480,0 6,0 Forced 50 0 Ground Throw - - 1
  • Throw Range 75250
Air Throw
0,6×7 0,480,0 6,0 Forced 50 0 Air Throw - - 1
  • Throw Range 192500

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ball Formation
214P/K/S/H
50 / ― - - Total 26(Ground) / Total 35(Air)
  • Teleport (Followup) possible at 25F
→Teleport (Followup)
623K
- - Total 20 7~10 Strike,11~14 Full
  • Teleport finishes at 15F
Teleport
623K
- - Total 20 7~10 Strike,11~14 Full
  • Teleport finishes at 15F
Stinger Aim (S)
[4]6S
30 150 / 120 7 2 Mid / Air - - 15~26 Total 43~54 -2
Stinger Aim (S)(Level 1 Charge)
[4]6S
22×2 150 / 120 6 2 Mid / Air - - 27~47 Total 55~75 -2
Stinger Aim (S)(Level 2 Charge)
[4]6S
22×3 150 / 120 6 2 Mid / Air - - 48~74 Total 76~102 5
Stinger Aim (S)(Level 3 Charge)
[4]6S
22×6 150 / 120 6 2 Mid / Air - - 75~95 Total 103~123 26
Stinger Aim (H)
[4]6H
42 150 / 120 7 2 Mid / Air - - 9~20 Total 44~55 -9
Stinger Aim (H)(Level 1 Charge)
[4]6H
25×2 150 / 120 6 2 Mid / Air - - 21~41 Total 56~76 -9
Stinger Aim (H)(Level 2 Charge)
[4]6H
25×3 150 / 120 6 2 Mid / Air - - 42~68 Total 77~103 -2
Stinger Aim (H)(Level 3 Charge)
[4]6H
25×6 150 / 120 6 2 Mid / Air - - 69~89 Total 104~124 19
Carcass Raid (S)
[2]8S
36 150 / 120 7 2 Mid / Air - - 16 Total 32 10
Carcass Raid (H)
[2]8H
50 150 / 120 7 2 Mid / Air - - 13 Total 48 -9
Ball Hit
26~50 120 7 2 Mid / Air - - 1
Double Head Morbid (S)
623S
15×4 130 / 216 7 2 Mid - - 9 4×4 18 -8
Double Head Morbid (H)
623H
18×4 200 / 264 7 2 Mid - - 15~34 24 18 -16
  • Maximum 4 Hit
QV
41236P/K/S/H
25 150 / 120 8 0 Mid - - 20~83 8 Total 38~101 -4
Mad Struggle (S)
j.236S
12×4 150 / 240 7 2 High / Air - - 18 Until Landing 6 After Landing 7
Mad Struggle (H)
j.236H
15×7 150 / 240×4,720×3 7 2 High / Air×4,Mid×3 - - 16 Until Landing (5)2,6,2 18 -6 After Landing 1~7 Strike

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Dark Angel
2363214S
10×28 -5000 2 4 Mid / Air - - 7+18 Total 43 84 7 Full,8~15 Strike
Red Hail
30×8 -5000 7 0 Mid / Air - - 10+0 9 After Landing 10 Strike
  • Shoots every 8F
Bishop Runout
2363214H
-5000 - - Total 13(Super Freeze 10) 10 Strike

Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Giga Machina System
During IK Mode: 236236H
DESTROY 6 0 Mid / Air - - 9+17[5+14] 4 33 -20 9~45 Full[5~38 Full]
  • [ ] Indicates during Hell Fire

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 Sp, Su
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Su
2K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Su
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Su
f.S - - 2S 5H, 2H 5D, 2D Sp, Su
2S - - - 5H, 2H, 6H 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 - Jump, Sp, Su
j.K j.P - j.S j.H j.D Sp, Su
j.S j.P j.K - j.H j.D Jump, Sp, Su
j.H - - - - j.D Sp, Su
j.D - - - - - Jump, Sp, Su
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc