GGXRD-R2/Answer/Frame Data

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System Data

Defense:x1.03
Guts:0
Weight:[100] Medium
Stun Resistance:55
Prejump:3F
Backdash:21F (1~12F invuln)
Wakeup Time:25F (Face Up) / 25F (Face Down)
Unique Movements:Savvy Ninpo: Safety Net


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P 6 Mid 4 3 6 +1 - -8/+3 - - - 144 0 -
5K 18 Mid 7 5 11 -4 - -7/+6 - - - 264 1 -
c.S 10x2, 20 Mid 6 3(2)4(2)6 9 -1 - -7/+6 - - - 264 2 -
  • 1st and 2nd hit has hitstop 6F
f.S 30 Mid 9 6 18 -10 - -7/+10 - - - 264 2 -
5HS 36 Mid 9 6 23 -10 - -6/+20 - - - 384 3 -
5D 22 High 25 3 19 -8 - -20/+10 Initial: 80% - - 384 2 -
6P 26 Mid 9 5 16 -7 1-8 Upper Body
9-13 Above Knees
-7/+10 - - - 264 2 -
6K 26 Mid 14 8 9 +2 - -6/+20 - - - 384 4 -
6K
Feint
- - - - 26 - - - - - - - - -
6HS 45 Mid 17 5 2+12 L 0 5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne
-6/+20 - - - 384 4 -
2P 8 Mid 5 3 5 +2 - -8/+3 Initial: 80% - - 144 0 -
2K 14 Low 7 6 6 -2 3-18 Upper Body -8/+3 Initial: 70% - - 144 0 -
2S 28 Mid 10 3 9 +2 1-9 Upper Body -7/+10 - - - 264 2 -
2HS 34 Mid 11 6 21 -8 - -6/+20 - - - 384 4 -
  • Forces standing on ground hit
2D 28 Low 9 6 15 -7 - -7/+10 - - - 264 2 -
j.P 12 High/Air 6 3 9 - - -8/+3 - - - 144 0 -
j.K 18 High/Air 7 6 15 - - -7/+6 - - - 264 1 -
j.S 12x3 High/Air 9 2,2,8 21 - - -5/+10 - - - 264 2 -
  • Each hit has hitstop 6F
j.HS 32 High/Air 9 6 24 - - -6/+14 - - - 384 3 -
j.D 44 High/Air 10 10 15+5L - - -7/+10 - - - 264 2 -

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw 0, 60 Ground Throw: 63000 1 - - +51 - -6,0/ NA Forced: 65% - R 0, 480 0 Click!
  • Stun value 30
Air Throw 0, 60 Air Throw: 192500 1 - - - - -6,0/ NA Forced: 65% - R 0, 480 0 Click!
  • Stun value 30
Dead Angle Attack 25 All 10 5 16 -7 1-14 All -7/+10 Initial: 50% - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 Mid 50+13 3 20 +5 1~50: Blitz - - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
S Business Ninpo: Caltrops
236S
20 All 12 12 Total 42 -7 - -7/+2 - - - 200/120 1 -
  • Card appears on 19F
H Business Ninpo: Caltrops
236H
20 All 14 12 Total 44 -7 - -7/+2 - - - 200/120 1 -
  • Card appears on 21F
Business Ninpo: Under the Rug
22S/H
- - - - Total 36 - 7-12 All - - - - 100/- - -
  • Reappears on 13F?
Business Ninpo: Under the Bus
421S/H
38 All 15 14 Total 40 +4 - -7/+2 - - - 100/120 2 -
  • Attack only appears if the corresponding Business Card is deployed
Savvy Ninpo: Request for Approval
214P/K/S/H
- - - - Total 28 - - - - - - 75/- - -
  • Scrolls appear on 7F
Air Savvy Ninpo: Request for Approval
j.214P/K/S/H
- - - - Total 46 - - - - - - 75/- - -
  • Scrolls appear on 7F
Savvy Ninpo: Seal of Approval
Move to Request for Approval
- - - - Total 126 - 1-9 Strike - - - - - - -
  • Can cancel into followups 8~121F
Cancel Seal of Approval
Seal 22
- - - - Total 6 - - - - - - - - -
Savvy Ninpo: Data Logging (Catch)
Seal P
- - - - 30+15 L
[17+15L]
- 1~12F Guard - - - - - - -
  • Automatically cancels into Down the Ladder if this guards an attack
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Down the Ladder
Seal K
30 All 9 5 [1] 6 +1 [+5] - -7/+6 - - - 100/240 1 -
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Stepping Down
Seal S
38 Low/Air 27 7 25 -13 9-18 Full
19-20 Upper Body
21-45 Above Knees
-6/+20 - - - 150/360 4 -
Savvy Ninpo: Into My Office
Seal H
30 High/Air 21 10 [6] 10 -1 [+1] - -6/+14 - - - 150/360 3 -
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Safety Net
Seal D
36 All 10 12 14 - [-7] 1-21 Throw -6/+10 - - - 100/240 4 -
  • Can cancel into all Seal followups on hit/block/whiff except another Safety Net
  • Values in [ ] mean when this attack is performed from low height
Resshou
46P
38 Mid 9 10 8 -1 - -7/+10 - - - 150/360 2 -
  • Only attacks if opponent is in range.
  • When not in range, recovery is 8F
  • When in range, recovery is 14F
Savvy Ninpo: Data Logging (Catch)
22P
- - - - 20 + 14L - 1~12F Guard, Airborne - - - - - - -
Air Savvy Ninpo: Data Logging (Catch)
j.22P
- - - - Until L + 14 - 1~12F Guard - - - - - - -
Savvy Ninpo: Data Logging (Attack) 30 All 33 7 6 after L -1 1-24 All -7/+6 - - - 100/240 1 -
Air Savvy Ninpo: Data Logging (Attack) 30 All 33 Till L 6 after L - 1-24 All -7/+6 - - - 100/240 1 -
  • Attack begins during opponent's Hitstop?
Savvy Ninpo: Tax Write-off
623K
0, 30, 0, 125, 0 Throw: 90000 5 1 34 +54 - -6,0*3,-8/ - Forced: 65% - - -/0, 120*2,600,120 0 -
  • Stun value 15, 62
Air Savvy Ninpo: Tax Write-off
j.623K
0, 125, 0 Air Throw: 110000 5 1 Total Until L+12 +54 - -6,0,-8/- Forced: 65% - - -/0,60,0,120 0 -
  • Stun value 62

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Dead Stock Ninpo: Firesale
632146S
[632146D]
18x10,75
[22x10,100]
Mid/Air 18+3 - Total: 71 +11 [+6] 18F All -7/+2 - - - -5000/0 2 -
  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F, damage 20 [25]
Air Dead Stock Ninpo: Firesale
j.632146S
13x9,70 All 10+4 - Total: Until L -4 - -4*9,-6/+2 - - - -5000/0 4 -
  • Hits 1-10 have 0F hitstop
  • Frame Adv listed is when performed from lowest possible height
Business Ultimate Ninpo: All Hands
236236K
40,15x9,50 All 7+0 6 46 -38 - -7/+10 - - - -5000/0 2 -
  • 0F hitstop for all followup hits
  • Stun value 40,7*9,25

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Summoner: The Basilisk
During IK Mode: 236236HS
DESTROY All 9+16
[5+10]
5 17 -5 9-29 Full
[5-20 Full]
-6/+14 - - - - 3 -
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 90F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, SP
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 2D SP
6P - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D SP
5K 6P 6K c.S, f.S, 2S 2H 5D, 2D Jump, SP
2K 6P 5K, 6K c.S, f.S, 2S 2H 5D, 2D SP
6K - - - 6H - Jump, SP
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, SP
f.S - - 2S 5H, 2H 2D SP
2S - - - 5H, 2H, 6H 5D SP
5H - - - - 5D Jump, SP
2H - 6K - - 5D, 2D Jump, SP
6H - - - - - SP
5D - - - - - Homing Jump, Homing Dash
2D - - - - - SP


-
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D SP
j.K j.P - j.S j.H j.D Jump, SP
j.S j.P - - j.H j.D Jump, SP
j.H - - - - - SP
j.D - - - - - 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)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Answer/Data.