GGXRD-R2/Dizzy/Frame Data

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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 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
5P
GGXRD-R Dizzy 5P.png
Guard:
Mid
Startup:
5
Recovery:
12
Advantage:
-4
5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGXRD-R Dizzy 2P.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
-2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Sp
6P
GGXRD-R Dizzy 6P.png
Guard:
Mid
Startup:
10
Recovery:
19
Advantage:
-9
- - c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Sp
5K
GGXRD-R Dizzy 5K.png
Guard:
Mid
Startup:
7
Recovery:
14
Advantage:
-4
6P - c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Sp
2K
GGXRD-R Dizzy 2K.png
Guard:
Low
Startup:
7
Recovery:
9
Advantage:
-1
6P - c.S, f.S, 2S, 4S 2H 5D, 2D Sp
c.S
GGXRD-R Dizzy cS.png
Guard:
Mid
Startup:
6
Recovery:
11
Advantage:
+1
6P - f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Sp
f.S
GGXRD-R Dizzy fS.png
Guard:
Mid
Startup:
9
Recovery:
21
Advantage:
-13
- - 2S 5H, 2H 5D, 2D Jump, Sp
4S
GGXRD-R Dizzy 4S.png
Guard:
Mid
Startup:
8
Recovery:
12
Advantage:
-1
- - 2S 5H, 2H 5D, 2D Sp
2S
GGXRD-R Dizzy 2S.png
Guard:
Mid
Startup:
7
Recovery:
22
Advantage:
-11
- - - 5H, 2H 5D, 2D Jump, Sp
5H
GGXRD-R Dizzy 5H.png
Guard:
Mid
Startup:
13
Recovery:
15
Advantage:
-4
- - - - 5D, 2D Sp
2H
GGXRD-R Dizzy 2H.png
Guard:
Mid
Startup:
15
Recovery:
25
Advantage:
-10
- - - - 5D, 2D Jump (2nd hit), Sp
6H
GGXRD-R Dizzy 6H.png
Guard:
Mid
Startup:
14
Recovery:
34
Advantage:
-22
- - - - - Sp
5D
GGXRD-R Dizzy 5D.png
Guard:
High
Startup:
27
Recovery:
15
Advantage:
-12
- - - - - Homing jump, Homing dash
2D
GGXRD-R Dizzy 2D.png
Guard:
Low
Startup:
12
Recovery:
33
Advantage:
-17
- - - - - Sp


Air Gatlings
P K S H D Cancel
j.P
GGXRD-R Dizzy jP.png
Guard:
High/Air
Startup:
6
Recovery:
10
Advantage:
j.P j.K j.S j.H j.D Jump, Sp
j.K
GGXRD-R Dizzy jK.png
Guard:
High/Air
Startup:
7
Recovery:
12
Advantage:
j.P - j.S j.H j.D Jump, Sp
j.S
GGXRD-R Dizzy jS.png
Guard:
High/Air
Startup:
9
Recovery:
16
Advantage:
j.P - - j.H j.D Jump, Sp
j.H
GGXRD-R Dizzy jH.png
Guard:
High/Air
Startup:
10
Recovery:
28
Advantage:
- - - - - Sp
j.D
GGXRD-R Dizzy jD.png
Guard:
High/Air
Startup:
8
Recovery:
16
Advantage:
- - - - - 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/Dizzy/Data.