GGXRD-R2/Bedman/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data

Defense:x0.98
Guts:0
Weight:[96] Heavy
Stun Resistance:60
Prejump:3F
Backdash:23F (1~11F invuln)
Wakeup Time:24F (Face Up) / 30F (Face Down)
Unique Movements:Floaty 8-way Airdash, Teleport Backdash, Guard-point forward dash, crawling


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 12 Mid 6 4 6 ±0 - -8/+3 Initial: 90% CSJ YRP 144 0 Click!
5K 22 Mid 8 3 15 -4 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
-7/+10 Initial: 85% SJ YRP 264 2 Click!
c.S 28 Mid 6 3 11 ±0 - -7/+10 - SJ YRP 264 2 Click!
f.S 36 Mid 9 2 19 -7 - -7/+10 Initial: 90% SJ YRP 264 2 Click!
5H 28×2 Mid 12 3(3)3 18 -4 - -6/+14 - S YRP 384×2 3 Click!
  • 2nd hit pulls in opponent
2P 12 Mid 5 4 7 -1 - -8/+3 Initial: 90% CS YRP 144 0 Click!
2K 15 Low 6 6 8 -2 - -7/+6 Initial: 70% S YRP 264 1 Click!
2S 30 Low 12 3 11 ±0 - -7/+10 - S YRP 264 2 Click!
1H 45 Mid 15 14 25 -20 - -6/+20 - S YRP 384 4 Click!
  • Pulls in opponent on hit
2H 40 Mid 15 14 29 -24 - -6/+20 Initial: 90% S YRP 384 4 Click!
  • Pulls in opponent on hit
3H 35 Mid 19 14 33 -28 - -6/+20 Initial: 90% S YRP 384 4 Click!
  • Pulls in opponent on hit
j.P 14 High / Air 6 6 9 - - -8/+3 - CSJ YRP 144 0 Click!
j.K 18 High / Air 9 6 21 - - -7/+6 - SJ YRP 264 1 Click!
j.S 28 High / Air 10 8 22 - - -7/+10 - SJ YRP 264 2 Click!
j.H 14×6 High / Air 13 12 24 - - -7/+10 - S YRP 264×6 2 Click!
j.D 50 High / Air 11 8 24 +6 - -6/+20 Initial: 90% - YRP 384 4 Click!
  • Recovery becomes 12F on hit or block
6P 32 Mid 9 6 21 -13 1-4 Upper Body
5-8 Head
-7/+10 - S YRP 264 2 Click!
6H 24,18 Mid 18 3(7)3 21 -5 - -6/+10 - S YRP 384 4 Click!
6HH 18,24 Mid 10 3(11)5 14 ±0 - -6/+10 - - YRP 384 4 Click!
2D 28 Low 12 6 12 -4 - -7/+10 - S YRP 264 2 Click!
5D 25 High 26 7 12 ±0 - -20/+20 Initial: 80% - YRP 384 4 Click!

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 0,10×10,0 Ground Throw: 75250 1 - - +64 - -6,-0/NA - - R 0,60×10,0 0 Click!
  • Frame Advantage listed is on successful throw
  • Stun: 5x10
Air Throw 0,60 Air Throw: 210000 1 - - +24 - -6,-0/NA - - R 480 0,4 Click!
  • Frame Advantage listed is on successful throw
  • Stun: 30
Dead Angle Attack 25 All 8 3 32 -21 1~10 Full
11~27 Foot
-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
Special Movement 1(Crouch Walk)
1 or 3
- - - - - - - - - - Y 45 / ― - Click!
  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump
- - - - Total 45 - - - - - Y - - Click!
  • Can cancel into Air Movement from 11F onwards
→Air Movement
Air Hang > direction
- - - - Total 25 - - - - - Y - - Click!
  • Can cancel into Attacks from 2F onwards
Dash
66
- - - - Total 32 - 3~14 Guard Point - - - Y - - Click!
  • On successful guard point, 15F recovery
  • Guard point recovery in invulnerable
  • Can cancel into jump 1-12F
Task A
236P
35×2 All 18 90, until return Total 49 -5 - -7/+2 - - YRP 150 / 360 2 Click!
Aerial Task A
j.236P
35×2 All 18 90, until return Total 49 -5 - -7/+2 - - YRP 150 / 360 2 Click!
Deja Vu (Task A)
214P
38×2 All 29 90,54 Total 30 - - -7/+2 - - - 50 / 240 2 Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A)
j.214P
38×2 All 29 90,56 Total 30 - - -7/+2 - - - 50 / 240 2 Click!
  • Deja Vu starts at 6F
Task A’
236K
35 All 37 - Total 70 +9 - -7/+2 Initial: 80% - YRP 150 / 480 2 Click!
Aerial Task A’
j.236K
35 All 37 - Total 70 +9 - -7/+2 Initial: 80% - YRP 150 / 480 2 Click!
Deja Vu (Task A’)
214K
42 All 48 - Total 30 +9 - -7/+2 Initial: 80% - - 50 / 240 2 Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K
42 All 48 - Total 30 +9 - -7/+2 Initial: 80% - - 50 / 240 2 Click!
  • Deja Vu starts at 6F
Task B
236S
14×4 All 12 4×4 26 -13 - -6/+2 - - YRP 250 / 360 3 Click!
Aerial Task B
j.236S
14×3 All 12 6,6,4 Until Landing + 8 -5 - -6/+2 - - YRP 200 / 480 3 Click!
Deja Vu (Task B)
214S
18×4 All 23 16 Total 30 +28 - -6/+2 - - - 50 / 120 3 Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S
18×4 All 23 16 Total 30 +28 - -6/+2 - - - 50 / 120 3 Click!
  • Deja Vu starts at 6F
Task C
236H
30×2, 10 All, High / Air, All 11 8(17)10,10 13 -2 9~Airborne -6×2,-8/+2×3 - - YRP 200 / 480×2,120 3×2,0 Click!
Aerial Task C
j.236H
30,10
[30,30]
High / Air, All 21 Until Landing,10 11 ±0 [+3] - -6,-8/+2*2
-6,-7/+3*2
[Initial: 100%, 65%] - YRP 150 / 600,120 3,0 Click!
  • Values in [] are when Task C is done from high altitude
Deja Vu (Task C)
214H
36×2, 10 All 30 8(17)10(6)10 Total 30 - - -6×2,-8/+2×3 - - - 50 / 120 3×2,0 Click!
Deja Vu (Aerial Task C)
j.214H
36, 10 All 28 Until Landing (6)10 Total 30 - - -6,-8/+2×2 - - - 50 / 120 3,0 Click!
  • Values in [] are when Deja Vu (Task C) is done from high altitude
Icon Properties - - - 421 - - - - - - - - - Click!
Deja Vu - - - Y 50 / ― - Click!
  • Deja Vu starts at 6F
Air Deja Vu - - - Y 50 / ― - Click!
  • Deja Vu starts at 6F

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
Sinusoidal Helios
632146H
[632146D]
28×6
35×6
All 6+8 2×6 Total 39 +11 1-15 Strike
[1-15 All]
-7/+10 - - YR -5000/0 2 Click!

Values in [ ] are for Burst version

Hemi Jack
632146S
0,15 Unblockable 17+183 536 Total 59 - - -8/NA - - Y -5000/0 0 Click!
  • Stun: 800
  • Sheep disappears after getting hit 3 times


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
Theater Of Pain
During IK Mode: 236236H
DESTROY All 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

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
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S 2H, 6H - Sp
5K - - c.S, f.S, 2S 5H, 1H/2H/3H, 6H 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 1H/2H/3H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 1H/2H/3H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, - Jump, Sp
2S - - - 5H, 1H/2H/3H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump (2nd hit), Sp
1H/2H/3H - - - - - Jump, Sp
6H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, 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 - - - - - -
  • 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/Bedman/Data.