GGXRD-R2/Chipp Zanuff/Frame Data

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System Data

Defense:x1.30
Guts:4
Weight:[100] Medium
Stun Resistance:50
Prejump:3F
Backdash:21F (1~9F invuln)
Wakeup Time:30F (Face Up) / 24F (Face Down)
Unique Movements:Triple Jump, Tsuyoshishiki Ten'i, Wall Cling


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 3 1 8 +1 - -8/+3 - CSJ YRP 144 0 Click!
5K 12 Mid 5 5 8 -3 - -8/+3 Initial: 85% CSJ YRP 144 0 Click!
c.S 28 Mid 4 2 10 +2 - -7/+10 - SJ YRP 264 2 Click!
f.S 26 Mid 7 2 18 -6 - -7/+10 - S YRP 264 2 Click!
5H 30 Mid 10 7 16 -4 - -6/+20 Initial: 95% SJ YRP 384 4 Click!
2P 6 Mid 4 2 7 +1 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 8 Low 5 4 7 -1 - -8/+3 Initial: 70% CS YRP 144 0 Click!
2S 28 Mid 7 4 11 -1 - -7/+10 - S YRP 264 2 Click!
  • Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29
2H 34 Mid 7 9 18 -8 - -6/+20 Initial: 90% S YRP 384 4 Click!
j.P 8 High / Air 5 4 4 - - -8/+3 - CS YRP 144 0 Click!
j.K 16×2 High / Air 5 6,2 8 - - -8/+3 - CSJ YRP 144 0 Click!
j.S 28 High / Air 9 10 18 - - -7/+10 - SJ YRP 264 2 Click!
j.H 26×2 High / Air 8 6,6 29 - - -7/+10 - S YRP 264 2 Click!
j.D 36 High / Air 6 8 18 + 5 Landing Recovery - - -7/+10 - S YRP 264 2 Click!
6P 22 Mid 9 3 25 -14 1~3 Above Knees
4~11 Low Profile
-7/+10 - SJ YRP 264 2 Click!
6K 20 High / Air 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot
-7/+6 - - YRP 264 1 Click!
6H 60 Mid 17 6 15 -2 - -6/+20 - SJ YRP 384 4 Click!
j.2K 16×3 All 8 Until Landing 0 - - -8/+3 - - YRP 144 0 Click!
2D 26 Low 9 2 17 -7 5~10 Foot -7/+6 - S YRP 264 1 Click!
5D 22 High 27 4 9 +1 - -20/+10 Initial: 80% - YRP 264 2 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 0,60 Ground Throw: 63000 1 - - +40 - -6,-0/NA Forced: 65% - R 480 0 Click!
  • Stun: 30
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 480 0,4 Click!
  • Stun: 30
Dead Angle Attack 25 All 11 8 14 -8 1~18 Full
19~24 Throw
-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
Alpha Blade
236P
36 Mid 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
-6/+14 - - YRP 150 / 360 3 Click!
Aerial Alpha Blade
j.236P
32 All 14 14 18 After Landing -19 - -7/+10 - - YRP 75 / 360 2 Click!
  • Frame Advantage is on lowest height
Alpha Plus
Alpha Blade > H


Beta Blade
623S
30,26 Mid 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
-7/+10 - - R 200 / 600,240 2 Click!
Aerial Beta Blade
j.623S
28,18 All 3 2,16 5 After Landing - 1~4 Strike -6/+20 - - R 200 / 480,240 4 Click!
Gamma Blade
41236H
32 All 19 9 Total 56 +5 - -20/+10 - - YRP 200 / 120 2 Click!
Genrouzan
63214S
0,90 Ground Throw 27 11 12 +54 9 Strike
10~Airborne& Foot
-6,-0/NA Forced: 60% - YRP 300 / 0,720 0,4 Click!
  • Stun: 45
Tsuyoshishiki Meisai
214K
- - - - Total 29 - - - - - Y - - Click!
Tsuyoshishiki Ten'i (P)
22P
- - - - Total 21 - 7~15 Strike - - - Y 50 / - Click!
Tsuyoshishiki Ten'i (K)
22K
- - - - Total 30 - 10~12 Strike - - - Y 50 / - Click!
Tsuyoshishiki Ten'i (S)
22S
- - - - Total 20 - 10~12 Strike - - - Y 50 / - Click!
Tsuyoshishiki Ten'i (H)
22H
- - - - Total 20 - 10~12 Strike - - - Y 50 / - Click!
Resshou
236S
18 Mid 13 5 10 -1 - -7/+10 - - YRP 125 / 300 2 Click!
Rokusai
Resshou > 236S
22 Low 8 1 25 -7 - -6/+20 - - YRP 125 / 300 4 Click!
Senshuu
Resshou or Rokusai > 236K
30 High 25 6 10+12 After Landing -11 15~Airborne& Low Body -6/+14 - - YRP 125 / 480 3 Click!
  • CH recovery state
Shuriken (Slow)
j.214P
10 All 23 - Until Landing+6 After Landing - - -8/+2 - - YRP 50 / 120 0 Click!
Shuriken (Fast)
j.214P
10 All 8 - Total 16 + 3 Landing Recovery - - -8/+2 - - YRP 50 / 120 0 Click!
Shinkirou
623H
20 All 16 12 16 -14 16~Airborne -7/+10 - - YRP 150 / 360 2 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
- - - - Until Landing - - - - - YRP - - Click!
Jump Down
Wall Cling > 4
- - - - Total 6 - - - - - YRP - - Click!
Wall Followup Alpha Blade
Wall Cling > P
32 All 17 Until Landing 23 - - -7/+10 - - YRP 75 / 360 2 Click!
Wall Followup Kunai
Wall Cling > K
10 All 9 - Total 18 - - -8/+3 - - Y 50 / 120 0 Click!
Wall Followup Genrouzan
Wall Cling > S
0,90 Ground Throw: 17500 17 Until Landing 18 After Landing - - -6,-0/NA Forced: 60% - YRP 300 / 0,720 0,4 Click!
  • Stun: 45
Wall Followup Genouzan
Wall Cling > H
0,90 Air Throw: 17500 17 19 Until Landing+10 After Landing - - -6,-0/NA Forced: 60% - YRP 300 / 0,720 0,4 Click!
  • Stun: 45

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
Zansei Rouga
632146H
24×5,150
[30×5, 187]
Mid 21+0
[18+0]
Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]
-6/+20 - - YRP -5000/0 4 Click!
  • Frame Advantage listed is on crouching block Sol
  • Values in [ ] are for Burst version
Ryuu Yanagi
j.214214K
20×12 All 1+2 - Total 21 - - -7/+10 - - Y -5000/0 2 Click!
  • Minimum damage of each hit is 15% (3 damage)
Banki Messai
236236K
6×32,38×4 Mid×32, All×4 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 - -14 3~10 Strike -2×32,-6×4/+5×36 - - YRP -5000/0 2×32,4×4 Click!
  • Startup depends on distance.
  • On whiff, total animation is 49F
  • Minimum damage of final 4 hits is 12% (4 damage)

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
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

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

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