GGXRD-R2/Dizzy/Frame Data

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Dizzy


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 /.


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Dizzy x1.06 1 3F [105] Light 16F (1~9F invuln) 28 25F 24F 2 Air Dashes

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10 3 8 Mid 0 CSJ 144 5 2 12 -4
5K 16 10 7 Mid 2 SJ 264 7 4 14 -4
c.S 24 10 7 Mid 2 SJ 264 6 2 11 +1
f.S 32 10 7 Mid 2 SJ 264 9 6 21 -13
5H 38 14 6 Mid 3 S 384 13 6 15 -4
2P 8 3 8 Initial: 80% Mid 0 CS 144 6 3 9 -2
2K 18 6 7 Initial: 70% Low 1 S 264 7 4 9 -1
2S 28 10 7 Mid 2 SJ 264 7 3 22 -11
2H 36×2 20 6 Mid 4 SJ 384 15 2, 4 25 -10
j.P 12 3 8 Initial: 90% High/Air 0 CSJ 144 6 4 10
j.K 16 6 7 Initial: 90% High/Air 1 SJ 264 7 6 12
j.S 28 10 7 High/Air 2 SJ 264 9 4 16
j.H 36 14 6 High/Air 3 S 384 10 4 28
j.D 30, 40 14 6 High/Air 3 S 384 8 10, 4 16
6P 26 10 7 Mid 2 S 264 10 4 19 -9 1~13f Upper Body
4S 20×5 10 6 Mid 3 S 264 8 2×7 12 -1
6H 48 20 6 Mid 4 S 384 14 7 34 -22
6H Max Charge 56 20 6 High 4 S 384 33 7 34 -22
2D 34 20 6 Initial: 85% Low 4 S 384 12 3 33 -17 9~11F Above Knees
12~14F
Low Profile
15~35 Above Knees
5D 20 14 20 Initial: 80% High 3 384 27 14 15 -12


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 60 NA 6, 0 Forced: 50% Ground Throw: 75250 0, 480 1 +72
Air Throw Air Throw 0, 60 NA 6, 0 Forced: 65% Air Throw: 192500 0, 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 10 4 19 -9 1~13F Full
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236S I Use This to Catch Fish 45 2 8 Initial: 90% All 2 200/120 13 8 Total 62 -23
236H For Searing Cod... 50 2 8 Inital: 90% All 2 200/120 26 8 Total 63 -11
421S I Use This to Pick Fruit 25, 40 2 7 All 2, 2 250/120 22 18 (15) until fullscreen Total 37 +11
421H For Roasting Chestnusts 25, 40, 25 2 7 All 2, 1, 2 250/120 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14
214P P We Talked a Lot Together 10×3 2 8 All 0 100/120 60 3 (33) 3 (33) 3 Total 36
214K K We Talked a Lot Together 10×2 2 8 All 0 100/120 69 3 (43) 3 Total 36
j.214P Air P We Talked a Lot Together 10×3 2 8 All 0 100/120 60 3 (33) 3 (33) 3 Total 45
j.214K Air K We Talked a Lot Together 10×2 2 8 All 0 100/120 69 3 (43) 3 Total 45
214S S We Fought a Lot Together 45 2 7 All 2 100/120 73 41 Total 36
214H H We Fought a Lot Together 45 2 7 All 2 100/120 73 36 Total 36
214D D We Fought a Lot Together 100/- Total 36
j.214S Air S We Fought a Lot Together 45 2 7 All 2 100/120 53 41 Total 45
j.214H Air H We Fought a Lot Together 45 2 7 All 2 100/120 53 36 Total 45
j.214D Air D We Fought a Lot Together 100/- Total 45
214D Counterattack D We Fought a Lot Together (Counterattack) 40 2 6 All 4 -/120 21 7
236P For Putting Out the Light 30 2 7 Initial: 90% All 2 200/120 17 36 Total 50 -14
236K The Light Was So Small In the Beginning 20×3 2 8 Initial: 90% All 0 200/120 33 49 Total 54 +9
j.236P Please Leave Me Alone 100/- Total 24
Water Bubble Please Leave Me Alone (Pop) 30 2 7 All 2 -/120 12 4
j.236K What happens When I'm TOO Alone 100/- Total 29
Fire Bubble What happens When I'm TOO Alone (Pop) 30 2 7 All 2 -/120 29 10


Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146S Imperial Ray 35×7 [43×7] 2 9 All 2 -5000 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]
632146P Don't Be Overprotective 100 20 6 Forced: 40% All 4 -5000 14+2 5 20 -6 1~14F Full
15~20F Strike
64641236H Gamma Ray 13×2, 16×32 2×33 6, 4×32 Initial: 150% All 4 -10000 13+6 6(24)6(35)46 {32 hit} 72 -61


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Emotional Gamma Ray SURRENDER 14 6 All 3 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Dizzy 5P.pngGuard:
Mid
Startup:
5
Recovery:
12
Advantage:
-4
5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD-R Dizzy 2P.pngGuard:
Mid
Startup:
6
Recovery:
9
Advantage:
-2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Special, Super
6PGGXRD-R Dizzy 6P.pngGuard:
Mid
Startup:
10
Recovery:
19
Advantage:
-9
- - c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD-R Dizzy 5K.pngGuard:
Mid
Startup:
7
Recovery:
14
Advantage:
-4
6P - c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD-R Dizzy 2K.pngGuard:
Low
Startup:
7
Recovery:
9
Advantage:
-1
6P - c.S, f.S, 2S, 4S 2H 5D, 2D Special, Super
c.SGGXRD-R Dizzy cS.pngGuard:
Mid
Startup:
6
Recovery:
11
Advantage:
+1
6P - f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD-R Dizzy fS.pngGuard:
Mid
Startup:
9
Recovery:
21
Advantage:
-13
- - 2S 5H, 2H 5D, 2D Jump, Special, Super
4SGGXRD-R Dizzy 4S.pngGuard:
Mid
Startup:
8
Recovery:
12
Advantage:
-1
- - 2S 5H, 2H 5D, 2D Special, Super
2SGGXRD-R Dizzy 2S.pngGuard:
Mid
Startup:
7
Recovery:
22
Advantage:
-11
- - - 5H, 2H 5D, 2D Jump, Special, Super
5HGGXRD-R Dizzy 5H.pngGuard:
Mid
Startup:
13
Recovery:
15
Advantage:
-4
- - - - 5D, 2D Special, Super
2HGGXRD-R Dizzy 2H.pngGuard:
Mid
Startup:
15
Recovery:
25
Advantage:
-10
- - - - 5D, 2D Jump (2nd hit), Special, Super
6HGGXRD-R Dizzy 6H.pngGuard:
Mid
Startup:
14
Recovery:
34
Advantage:
-22
- - - - - Special, Super
5DGGXRD-R Dizzy 5D.pngGuard:
High
Startup:
27
Recovery:
15
Advantage:
-12
- - - - - Homing jump, Homing dash
2DGGXRD-R Dizzy 2D.pngGuard:
Low
Startup:
12
Recovery:
33
Advantage:
-17
- - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.PGGXRD-R Dizzy jP.pngGuard:
High/Air
Startup:
6
Recovery:
10
Advantage:
-
j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGXRD-R Dizzy jK.pngGuard:
High/Air
Startup:
7
Recovery:
12
Advantage:
-
j.P - j.S j.H j.D Jump, Special, Super
j.SGGXRD-R Dizzy jS.pngGuard:
High/Air
Startup:
9
Recovery:
16
Advantage:
-
j.P - - j.H j.D Jump, Special, Super
j.HGGXRD-R Dizzy jH.pngGuard:
High/Air
Startup:
10
Recovery:
28
Advantage:
-
- - - - - Special, Super
j.DGGXRD-R Dizzy jD.pngGuard:
High/Air
Startup:
8
Recovery:
16
Advantage:
-
- - - - - Special, Super
  • 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 hit, block, or whiff

Navigation

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