GGXRD-R2/Sin Kiske/Frame Data

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 Sin Kiske


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
Sin Kiske x1.04 1 3F [100] Medium 24F (1~12F invuln) 32 30F 21F

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 1 +2 6 2 8 CSJ Initial: 85% 264 12 6 7 YRP
5K Mid 1 -3 7 3 12 SJ 264 16 6 7 YRP
c.S Mid 2 -4 7 3 15 SJ 264 32 10 7 YRP
f.S Mid 2 -7 9 3 18 S 264 28 10 7 YRP
5H Mid,Low 4,4 -8 11 3(15)3 24 SJ,S 384 25, 35 20 6 YRP
6P Mid 2 -10 9 6 18 S 1-14 Upper Body Initial: 90% 264 28 10 7 YRP
6H Mid 4 +2 15 4 13 JS 384 38 20 6 YRP
5D High 2 -3 29 2 15 Initial: 80% 264 25 10 20 YRP
2P Mid 0 +2 5 4 4 CS Initial: 80% 144 6 3 8 YRP
2K Low 1 +1 7 2 9 S Initial: 70% 264 18 6 7 YRP
2S Mid 2 -5 9 4 15 S 264 27 10 7 YRP
2H Mid 4 -17 11 2,2,2 34 SJ 384 28×2,16 20 6 YRP
3K Low 2 -2 11 4 12 S Initial: 90% 264 22 10 7 YRP
2D Low 2 0 10 6 8 SJ Initial: 90% 264 28 10 10 YRP
j.P High, Air 0 6 6 6 CSJ 144 12 3 8 YRP
j.K High, Air 2 8 3 24 SJ 264 20 10 7 YRP
j.S High, Air 2 9 6 19 SJ 264 28 10 7 YRP
j.H High, Air 2,1×3 9 3,2×3 12 S 264 32,16×3 10,6×3 7×4 YRP
j.6H High, Air 3 11 4 20 S 384 36 14 6 YRP
j.D High, Air 3 18 2 18+5 after landing SJ Initial: 80% 384 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 0, 0, 2 +55 1 Forced: 65% 0, 0, 480 0, 0, 60 -6,-0,-8/NA R
Air Throw Air Throw: 192500 1 Forced: 65% 0, 480 0, 60 -6,-0/NA R
DAA All 2 -12 9 2 24 1-10 All Initial: 50% -5000 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
623S Mid 2 -33 9 2 45 S 1-10 All Forced: 60%
[Initial: 65%]
100/720 30 [35] 10 9 R
236H Mid 4 -16
[+4]
11-33
[34-251]
2(1)6 29
[19]
S 2nd hit Initial: 90%
[None]
100/600 36,32
[36,66]
20 8 YRP
j.236H 3 9 3,6 17/Landing 6 S 100/720 40,36 14 8 YRP
236H > HHH All 2 -10 8 [2(2)]×N 23 150/180 15×5,18×3,21×3,24×2,35 10 12 YRP
214S High 4 -19 31 6 32 S 100/600 60 20 8 YRP
236K Low 4 0 15-21 6 11 S 7F onwards low profile Initial: 85% 100/600 30 20 11 YRP
214P 19 240 Y
214K 18 240 Y
214H 40 17 Y
j.214S All 2 14 6 Until landing + 10 S Initial: 80% 100/600 28 10 9 YRP

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
632146H Mid 4 -40 10+1 12 47 4-16 All
[1-16 All]
-5000 50 [62] 20 10 YRP
j.632146H All 4 10+1 12 Until landing + 32 4-16 All
[1-16 All]
-5000 50 [62] 20 10 YRP
RTL > H All 4 -40 6 after direction change 12 47 50 [62] 20 10 RP
RTL > j.H All 4 6 after direction change 12 Until landing + 32 50 [62] 20 10 RP
236236P All 4 +60 26+2 Total 37 -5000 27×5 2 6 YRP
j.236236P All 4 10+4 Total 31 -5000 27×5 2 6 YRP

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 3 -23 9+12
[5+12]
6 34 9-26 All
[5-22 All]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Sin 5P.pngGuardMidStartup6Recovery8Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 3K[+] c.S, f.S 5H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Sin 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[-] 5K[+], 2K[+], 3K[-] c.S, f.S - 5D, 2D Special, Super
6PGGXRD Sin 6P.pngGuardMidStartup9Recovery18Advantage-10 - - c.S, f.S - 5D, 2D Special, Super
5KGGXRD Sin 5K.pngGuardMidStartup7Recovery12Advantage-3 6P 3K c.S, f.S, 2S 5H 5D, 2D Jump, Special, Super
2KGGXRD Sin 2K.pngGuardLowStartup7Recovery9Advantage+1 - 5K c.S, f.S, 2S 2H[*][+] 5D, 2D Special, Super
3KGGXRD Sin 3K.pngGuardLowStartup11Recovery12Advantage-2 - - - 6H - Special, Super
c.SGGXRD Sin cS.pngGuardMidStartup7Recovery15Advantage-4 6P - f.S, 2S 5H 5D, 2D Jump, Special, Super
f.SGGXRD Sin fS.pngGuardMidStartup9Recovery18Advantage-7 - - 2S 5H 5D, 2D Special, Super
2SGGXRD Sin 2S.pngGuardMidStartup9Recovery15Advantage-5 - - - 5H 5D, 2D Special, Super
5HGGXRD Sin 5H.pngGuardMid,LowStartup11Recovery24Advantage-8 - - - 6H 5D, 2D Jump, Special, Super
2HGGXRD Sin 2H.pngGuardMidStartup11Recovery34Advantage-17 - - - 5H 5D, 2D Jump, Special, Super
6HGGXRD Sin 6H.pngGuardMidStartup15Recovery13Advantage+2 - - - - - Jump, Special, Super
5DGGXRD Sin 5D.pngGuardHighStartup29Recovery15Advantage-3 - - - - - Homing Jump, Homing Dash
2DGGXRD Sin 2D.pngGuardLowStartup10Recovery8Advantage0 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Sin jP.pngGuardHigh, AirStartup6Recovery6Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGXRD Sin jK.pngGuardHigh, AirStartup8Recovery24Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGXRD Sin jS.pngGuardHigh, AirStartup9Recovery19Advantage- j.P j.K - j.H, j.6H j.D Jump, Special, Super
j.HGGXRD Sin jH.pngGuardHigh, AirStartup9Recovery12Advantage- - - - - j.D Special, Super
j.6HGGXRD Sin j6H.pngGuardHigh, AirStartup11Recovery20Advantage- - - - - - Special, Super
j.DGGXRD Sin jD.pngGuardHigh, AirStartup18Recovery18+5 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • 5H gatlings are on 1st hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[-] = X is available only on whiff
X[*] = X is a delayed gatling

Navigation

 Sin Kiske


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