GGXRD/Slayer/Frame Data 1.0

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< GGXRD‎ | Slayer
Revision as of 02:16, 22 November 2014 by Shtkn (talk | contribs)

System Data

Defense Modifier: x0.96

Guts Rating: ??

Stun Resistance: ??

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 0 Mid - - 5 6 6 -2 -
5K
28 264 7 Initial: 85% 2 Mid - - 7 3 8 +3 -
c.S
28 264 7 2 Mid - - 5 4 14 -4 -
f.S
32 264 7 2 Mid - - 13 2 6 +6 -
5H
50 384 6 4 Mid - - 13 5 18 -4 -
2P
10 144 8 Initial: 80% 0 Mid - - 5 2 6 +2 -
2K
16 264 7 Initial: 90% 2 Low - - 6 2 8 +4 -
2S
28 264 7 2 Mid - - 10 9 12 -7 -
2H
48 384 6 Initial: 80% 4 Low - - 13 2 21 -4 5~14 Foot
j.P
13 264 7 1 High / Air - - 5 3 9 -
j.K
24 264 7 2 High / Air - - 6 9 16 -
j.S
20×n 264 7 2 High / Air - - 4[8] [2(2)2(4)]×4 34 -
  • [ ] Indicates during forward attack
j.H
36 264 7 Initial: 80% 2 High / Air - - 13 5 18 -
j.D
40 264 7 2 High / Air - - 7 5 32 / 5 Landing Recovery -
6P
45 384 6 4 Mid - - 18 6 14 -1 1~23 Above Knees
6K
22 264 7 Initial: 80% 2 High / Air - - 20 5 4+7 After Landing[Total 30] -2 6~Airborne
  • [ ] Indicates feint motion
6H
50 384 6 4 Mid - - 17 6 15 -2 -
j.2K
22 360 15 2 All - - 13 3 18 -
2D
30 384 6 4 Low - - 9 21 9 -11 -
5D
28 264 20 Initial: 80% 2 High - - 24 3 20 -9 -
Dead Angle Attack
25 -5000 / 264 7 Initial: 50% 2 All - - 18 6 17 -9 1~23 Full,24~36 Throw

Throws

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

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 4 Mid - - 11 3 17 -1 -
Mappa Hunch (K)
236K
40 200 / 480 6 4 Mid - - 14 6 15 -2 -
Bloodsucking Universe
63214H
0,72 0 / 720 26,0 0 Ground Throw: 161000 - - 7 2 -
  • Whiff Recovery: Total 35F
Dandy Step (P)
214P
250 - - Total 30 1~3 Strike
  • 15~Followup moves possible
Dandy Step (K)
214K
250 - - Total 38 1~6 Strike
  • 27~Followup moves possible
→Pilebunker
Dandy Step > P
80 300 / 720 6 4 Mid - - 4 3 36 -20 -
→Crosswise Heel
Dandy Step > K
27,32 300 / 480×2 7 2 Mid - - 6 4(9)7 16+5 After Landing -14 1~18 Throw,3~18 Full excluding foot
→Under Pressure
Dandy Step > S
36 250 / 720 7 2 Mid - - 5 2 12 ±0 -
→→It's Late
Under Pressure > H
52 250 / 720 6 4 High - - 14 6 12 +1 1~13 Throw
→Helter Skelter
Dandy Step > H
32 300 / 720 6 3 All - - 25 6 13 +12 1~2 Low Body,3~Airborne
  • Recovery removed in air
Footloose Journey
j.214K
40×6 200 / 360×6 6 3 All - - 5 [2(2)]×6 14 After Landing -
Undertow
632146P
60 200 / 720 6 Initial: 70% 4 Unblocakble - - 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 4 All - - 7+0 8 31+21 After Landing -41 7~9 Strike
Eternal Wings
236236S
88 -5000 / 0 6 4 Mid - - 5+4 18 36+7 After Landing -42 1~26 Full
Chokkagata Dandy
j.214214S
100 -5000 / 0 3 4 Mid - - 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 3 All - - 9+9[5+5] 6 30 -19 1~8[1~4] Above Knees,9~23[5~15] Full
  • [ ] Indicates during Hell Fire

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - - - - - -


Air Gatlings
P K S H D Cancel
j.P - - - - - -
  • 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