GGXRD-R2/Dizzy/Frame Data

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 Dizzy

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Dizzy x1.06 1 3F [105] Light 16F (1~9F invuln) 28 25F 24F 2 Air Dashes

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 -4 5 2 12 CSJ 144 10 3 8 YRP
5K Mid 2 -4 7 4 14 SJ 264 16 10 7 YRP
c.S Mid 2 +1 6 2 11 SJ 264 24 10 7 YRP
f.S Mid 2 -13 9 6 21 SJ 264 32 10 7 YRP
4S Mid 3 -1 8 2×7 12 S 264 20×5 10 6 YRP
5H Mid 3 -4 13 6 15 S 384 38 14 6 YRP
5D High 3 -12 27 14 15 Initial: 80% 384 20 14 20 YRP
6P Mid 2 -9 10 4 19 S 1~13f Upper Body 264 26 10 7 YRP
6H Mid 4 -22 14 7 34 S 384 48 20 6 YRP
6H Max Charge High 4 -22 33 7 34 S 384 56 20 6 YRP
2P Mid 0 -2 6 3 9 CS Initial: 80% 144 8 3 8 YRP
2K Low 1 -1 7 4 9 S Initial: 70% 264 18 6 7 YRP
2S Mid 2 -11 7 3 22 SJ 264 28 10 7 YRP
2H Mid 4 -10 15 2, 4 25 SJ 384 36×2 20 6 YRP
2D Low 4 -17 12 3 33 S 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
Initial: 85% 384 34 20 6 YRP
j.P High/Air 0 6 4 10 CSJ Initial: 90% 144 12 3 8 YRP
j.K High/Air 1 7 6 12 SJ Initial: 90% 264 16 6 7 YRP
j.S High/Air 2 9 4 16 SJ 264 28 10 7 YRP
j.H High/Air 3 10 4 28 S 384 36 14 6 YRP
j.D High/Air 3 8 10, 4 16 S 384 30, 40 14 6 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 75250 +72 1 Forced: 50% 0, 480 0, 60 NA 6, 0 R
Air Throw Air Throw: 192500 1 Forced: 65% 0, 480 0, 60 NA 6, 0 R
DAA All 2 -9 10 4 19 1~13F Full Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236S All 2 -23 13 8 Total 62 Initial: 90% 200/120 45 2 8 YRP
236H All 2 -11 26 8 Total 63 Inital: 90% 200/120 50 2 8 YRP
421S All 2, 2 +11 22 18 (15) until fullscreen Total 37 250/120 25, 40 2 7 YRP
421H All 2, 1, 2 +14 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) 250/120 25, 40, 25 2 7 YRP
214P All 0 60 3 (33) 3 (33) 3 Total 36 100/120 10×3 2 8 YRP
214K All 0 69 3 (43) 3 Total 36 100/120 10×2 2 8 YRP
j.214P All 0 60 3 (33) 3 (33) 3 Total 45 100/120 10×3 2 8 YRP
j.214K All 0 69 3 (43) 3 Total 45 100/120 10×2 2 8 YRP
214S All 2 73 41 Total 36 100/120 45 2 7 YRP
j.214S All 2 53 41 Total 45 100/120 45 2 7 YRP
214H All 2 73 36 Total 36 100/120 45 2 7 YRP
j.214H All 2 53 36 Total 45 100/120 45 2 7 YRP
214D Total 36 100/- YRP
j.214D Total 45 100/- YRP
214D Counterattack All 4 21 7 -/120 40 2 6 YRP
236P All 2 -14 17 36 Total 50 Initial: 90% 200/120 30 2 7 YRP
236K All 0 +9 33 49 Total 54 Initial: 90% 200/120 20×3 2 8 YRP
j.236P All 2 12 4 Total 24 100/120 30 2 7
j.236K All 2 29 10 Total 29 100/120 30 2 7

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146S All 2 +49 7+1 10×7 Total 32 5~6F Strike
7F Full
[1~8F Full]
-5000 35×7 [43×7] 2 9
632146P All 4 -6 14+2 5 20 1~14F Full
15~20F Strike
Forced: 40% -5000 100 20 6 YRP
64641236H All 4 -61 13+6 6(24)6(35)46 {32 hit} 72 Initial: 150% -10000 13×2, 16×32 2×33 6, 4×32

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -12 22+5
[10+5]
14 15 22~40F Full
[10~28F Full]
SURRENDER 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 5P, 2P, 6P 5K, 2K c.S, f.S, 4S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 4S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 - - c.S, f.S, 4S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD-R Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 6P - c.S, f.S, 4S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1 6P - c.S, f.S, 4S, 2S 2H 5D, 2D Special, Super
c.SGGXRD-R Dizzy cS.pngGuardMidStartup6Recovery11Advantage+1 6P - f.S, 4S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
4SGGXRD-R Dizzy 4S.pngGuardMidStartup8Recovery12Advantage-1 - - 2S 5H, 2H 5D, 2D Special, Super
2SGGXRD-R Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 - - - 5H, 2H 5D, 2D Jump, Special, Super
5HGGXRD-R Dizzy 5H.pngGuardMidStartup13Recovery15Advantage-4 - - - - 5D, 2D Special, Super
2HGGXRD-R Dizzy 2H.pngGuardMidStartup15Recovery25Advantage-10 - - - - 5D, 2D Jump (2nd hit), Special, Super
6HGGXRD-R Dizzy 6H.pngGuardMidStartup14Recovery34Advantage-22 - - - - - Special, Super
5DGGXRD-R Dizzy 5D.pngGuardHighStartup27Recovery15Advantage-12 - - - - - Homing jump, Homing dash
2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- j.P[+] j.K j.S j.H j.D Jump, Special
j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S j.H j.D Jump, Special
j.SGGXRD-R Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- j.P - - j.H j.D Jump, Special
j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- - - - - - Special
j.DGGXRD-R Dizzy jD.pngGuardHigh/AirStartup8Recovery16Advantage- - - - - - Special
  • 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 hit, block, or whiff

Navigation

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To edit frame data, edit values in GGXRD-R2/Dizzy/Data.
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