GGXRD-R2/Chipp Zanuff/Frame Data

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System Data[edit]

Defense

x1.30

Guts

4

Weight

[100] Medium

Stun Resistance

50

Prejump

3f

backdash

21f (1~>9f invuln)

Wakeup

30f (Face Up) / 24f (Face Down)

Movement

Triple Jump, 1 Airdash, Ground Dash (Run)

Normal Moves[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
5P 6 144 -8/+3 - 0 Mid CSJ YRP 3 1 8 +1 - Click!
5K 12 144 -8/+3 Initial: 85% 0 Mid CSJ YRP 5 5 8 -3 - Click!
c.S 28 264 -7/+10 - 2 Mid SJ YRP 4 2 10 +2 - Click!
f.S 26 264 -7/+10 - 2 Mid S YRP 7 2 18 -6 - Click!
5H 30 384 -6/+20 Initial: 95% 4 Mid SJ YRP 10 7 16 -4 - Click!
2P 6 144 -8/+3 Initial: 80% 0 Mid CS YRP 4 2 7 +1 - Click!
2K 8 144 -8/+3 Initial: 70% 0 Low CS YRP 5 4 7 -1 - Click!
2S 28 264 -7/+10 - 2 Mid S YRP 7 4 11 -1 - Click!
  • Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29
2H 34 384 -6/+20 Initial: 90% 4 Mid S YRP 7 9 18 -8 - Click!
j.P 8 144 -8/+3 - 0 High / Air CS YRP 5 4 4 - - Click!
j.K 16×2 144 -8/+3 - 0 High / Air CSJ YRP 5 6,2 8 - - Click!
j.S 28 264 -7/+10 - 2 High / Air SJ YRP 9 10 18 - - Click!
j.H 26×2 264 -7/+10 - 2 High / Air S YRP 8 6,6 29 - - Click!
j.D 36 264 -7/+10 - 2 High / Air S YRP 6 8 18 + 5 Landing Recovery - - Click!
6P 22 264 -7/+10 - 2 Mid SJ YRP 9 3 25 -14 1~3 Above Knees
4~11 Low Profile
Click!
6K 20 264 -7/+6 - 1 High / Air - YRP 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot
Click!
6H 60 384 -6/+20 - 4 Mid SJ YRP 17 6 15 -2 - Click!
j.2K 16×3 144 -8/+3 - 0 All - YRP 8 Until Landing 0 - - Click!
2D 26 264 -7/+6 - 1 Low S YRP 9 2 17 -7 5~10 Foot Click!
5D 22 264 -20/+10 Initial: 80% 2 High - YRP 27 4 9 +1 - Click!

Universal Mechanics[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Ground Throw 0,60 480 -6,-0/NA Forced: 65% 0 Ground Throw: 63000 - R 1 - - +40 - Click!
  • Stun: 30
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0,4 Air Throw: 192500 - R 1 - - - - Click!
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 11 8 14 -8 1~18 Full
19~24 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz 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 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Alpha Blade
236P
36 150 / 360 -6/+14 - 3 Mid - YRP 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
Click!
Aerial Alpha Blade
j.236P
32 75 / 360 -7/+10 - 2 All - YRP 14 14 18 After Landing -19 - Click!
  • Frame Advantage is on lowest height
Alpha Plus
Alpha Blade > H
Beta Blade
623S
30,26 200 / 600,240 -7/+10 - 2 Mid - R 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
Click!
Aerial Beta Blade
j.623S
28,18 200 / 480,240 -6/+20 - 4 All - R 3 2,16 5 After Landing - 1~4 Strike Click!
Gamma Blade
41236H
32 200 / 120 -20/+10 - 2 All - YRP 19 9 Total 56 +5 - Click!
Genrouzan
63214S
0,90 300 / 0,720 -6,-0/NA Forced: 60% 0,4 Ground Throw - YRP 27 11 12 +54 9 Strike
10~Airborne& Foot
Click!
  • Stun: 45
Tsuyoshishiki Meisai
214K
- - - - - - - Y - - Total 29 - - Click!
Tsuyoshishiki Ten'i (P)
22P
- 50 / - - - - - Y - - Total 21 - 7~15 Strike Click!
Tsuyoshishiki Ten'i (K)
22K
- 50 / - - - - - Y - - Total 30 - 10~12 Strike Click!
Tsuyoshishiki Ten'i (S)
22S
- 50 / - - - - - Y - - Total 20 - 10~12 Strike Click!
Tsuyoshishiki Ten'i (H)
22H
- 50 / - - - - - Y - - Total 20 - 10~12 Strike Click!
Resshou
236S
18 125 / 300 -7/+10 - 2 Mid - YRP 13 5 10 -1 - Click!
Rokusai
Resshou > 236S
22 125 / 300 -6/+20 - 4 Low - YRP 8 1 25 -7 - Click!
Senshuu
Resshou or Rokusai > 236K
30 125 / 480 -6/+14 - 3 High - YRP 25 6 10+12 After Landing -11 15~Airborne& Low Body Click!
  • CH recovery state
Shuriken (Slow)
j.214P
10 50 / 120 -8/+2 - 0 All - YRP 23 - Until Landing+6 After Landing - - Click!
Shuriken (Fast)
j.214P
10 50 / 120 -8/+2 - 0 All - YRP 8 - Total 16 + 3 Landing Recovery - - Click!
Shinkirou
623H
20 150 / 360 -7/+10 - 2 All - YRP 16 12 16 -14 16~Airborne Click!
Wall Cling
Near Wall > 64
- - - - - - - YRP - - - - - Click!
  • 12~Followup moves possible
Up and Down Movement
Wall Cling > 8 or 2
- - - - - - - YRP - - - - - Click!
  • 10~Double Jump or Air Dash or Air Backdash possible
Horizontal Movement
Wall Cling > 6 or 3 or 9
- - - - - - - YRP - - Until Landing - - Click!
Jump Down
Wall Cling > 4
- - - - - - - YRP - - Total 6 - - Click!
Wall Followup Alpha Blade
Wall Cling > P
32 75 / 360 -7/+10 - 2 All - YRP 17 Until Landing 23 - - Click!
Wall Followup Kunai
Wall Cling > K
10 50 / 120 -8/+3 - 0 All - Y 9 - Total 18 - - Click!
Wall Followup Genrouzan
Wall Cling > S
0,90 300 / 0,720 -6,-0/NA Forced: 60% 0,4 Ground Throw: 17500 - YRP 17 Until Landing 18 After Landing - - Click!
  • Stun: 45
Wall Followup Genouzan
Wall Cling > H
0,90 300 / 0,720 -6,-0/NA Forced: 60% 0,4 Air Throw: 17500 - YRP 17 19 Until Landing+10 After Landing - - Click!
  • Stun: 45

Overdrives[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Zansei Rouga
632146H
24×5,150
[30×5, 187]
-5000/0 -6/+20 - 4 Mid - YRP 21+0
[18+0]
Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]
Click!
  • Frame Advantage listed is on crouching block Sol
  • Values in [ ] are for Burst version
Ryuu Yanagi
j.214214K
20×12 -5000/0 -7/+10 - 2 All - Y 1+2 - Total 21 - - Click!
  • Minimum damage of each hit is 15% (3 damage)
Banki Messai
236236K
6×32,38×4 -5000/0 -2×32,-6×4/+5×36 - 2×32,4×4 Mid×32, All×4 - YRP 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 - -14 3~10 Strike Click!
  • Startup depends on distance.
  • On whiff, total animation is 49F
  • Minimum damage of final 4 hits is 12% (4 damage)

Instant Kill[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Raisetsudan
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 102F [5F+5F]

Gatling Table[edit]

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 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 5P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 5P 2P 6P 2K 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Jump, Sp
2H - - - - - Sp
6H - - - - - Jump, 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.K j.S j.H j.D Jump, Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - 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[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc