GGXRD-R2/Dizzy/Frame Data

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System Data

Defense:x1.06
Guts:1
Weight:[105] Light
Stun Resistance:50
Prejump:3F
Backdash:16F (1~9F invuln)
Wakeup Time:25F (Face Up) / 24F (Face Down)
Unique Movements:2 Air Dashes


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 10 Mid 5 2 12 -4 - -8/+3 - CSJ YRP 144 0 Click!
5K 16 Mid 7 4 14 -4 - -7/+10 - SJ YRP 264 2 Click!
c.S 24 Mid 6 2 11 +1 - -7/+10 - SJ YRP 264 2 Click!

Stun value increased: 741 (equivalent of 48 dmg move)

f.S 32 Mid 9 6 21 -13 - -7/+10 - SJ YRP 264 2 Click!
5H 38 Mid 13 6 15 -4 - -6/+14 - S YRP 384 3 Click!
2P 8 Mid 6 3 9 -2 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 18 Low 7 4 9 -1 - -7/+6 Initial: 70% S YRP 264 1 Click!
2S 28 Mid 7 3 22 -11 - -7/+10 - SJ YRP 264 2 Click!
2H 36 * 2 Mid 15 2, 4 25 -10 - -6/+20 - SJ YRP 384 4 Click!
j.P 12 High/Air 6 4 10 - - -8/+3 Initial: 90% CSJ YRP 144 0 Click!
j.K 16 High/Air 7 6 12 - - -7/+6 Initial: 90% SJ YRP 264 1 Click!
j.S 28 High/Air 9 4 16 - - -7/+10 - SJ YRP 264 2 Click!
j.H 36 High/Air 10 4 28 - - -6/+14 - S YRP 384 3 Click!
j.D 30, 40 High/Air 8 10, 4 16 - - -6/+14 - S YRP 384 3 Click!

Stun value increased: 431

6P 26 Mid 10 4 19 -9 1~13f Upper Body -7/+10 - S YRP 264 2 Click!
4S 20 * 5 Mid 8 2 * 7 12 -1 - -6/+10 - S YRP 264 3 Click!
6H 48 Mid 14 7 34 -22 - -6/+20 - S YRP 384 4 Click!
6H
Max Charge
56 High 33 7 34 -22 - -6/+20 - S YRP 384 4 Click!
2D 34 Low 12 3 33 -17 9~11F Above Knees
12~14F
Low Profile
15~35 Above Knees
-6/+20 Initial: 85% S YRP 384 4 Click!
5D 20 High 27 14 15 -12 - -20/+14 Initial: 80% - YRP 384 3 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: 75250 1 - - +72 - -6/NA Forced: 50% - R 0, 480 - Click!
  • Stun value 30
Air Throw 0, 60 Air Throw: 192500 1 - - - - -6/NA Forced: 65% - R 0, 480 - Click!
  • Stun value 30
Dead Angle Attack 25 All 10 4 19 -9 1~13F Full -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
I Use This to Catch Fish
236S
45 All 13 8 Total 62 -23 - -8/+2 Initial: 90% - YRP 200/120 2 Click!

Stun value lowered: 103

For Searing Cod...
236H
50 All 26 8 Total 63 -11 - -8/+2 Inital: 90% - YRP 200/120 2 Click!

Stun value lowered: 138

I Use This to Pick Fruit
421S
25, 40 All 22 18 (15) until fullscreen Total 37 +11 - -7/+2 - - YRP 250/120 2, 2 Click!
  • Frame advantage calculated on a standing opponent
For Roasting Chestnusts
421H
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14 - -7/+2 - - YRP 250/120 2, 1, 2 Click!
  • Damage and Active Frames listed are for each Dagger
  • Frame advantage calculated on a standing opponent
  • Additional daggers appear on 70F and 100F
We Talked a Lot Together (P)
214P
10 * 3 All 60 3 (33) 3 (33) 3 Total 36 - - -8/+2 - - YRP 100/120 0 Click!
We Talked a Lot Together (K)
214K
10 * 2 All 69 3 (43) 3 Total 36 - - -8/+2 - - YRP 100/120 0 Click!
We Talked a Lot Together (Air, P)
j.214P
10 * 3 All 60 3 (33) 3 (33) 3 Total 45 - - -8/+2 - - YRP 100/120 0 Click!
We Talked a Lot Together (Air, K)
j.214K
10 * 2 All 69 3 (43) 3 Total 45 - - -8/+2 - - YRP 100/120 0 Click!
We Fought a Lot Together (S)
214S
45 All 73 41 Total 36 - - -7/+2 - - YRP 100/120 2 Click!
We Fought a Lot Together (H)
214H
45 All 73 36 Total 36 - - -7/+2 - - YRP 100/120 2 Click!
We Fought a Lot Together (D)
214D
- - - - Total 36 - - - - - YRP 100/- - Click!
  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop
We Fought a Lot Together (Air, S)
j.214S
45 All 53 41 Total 45 - - -7/+2 - - YRP 100/120 2 Click!
We Fought a Lot Together (Air, H)
j.214H
45 All 53 36 Total 45 - - -7/+2 - - YRP 100/120 2 Click!
We Fought a Lot Together (Air, D)
j.214D
- - - - Total 45 - - - - - YRP 100/- - Click!
  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop
We Fought a Lot Together (D)
Counterattack
-6/+2 - - YRP -/120 4 Click!
  • Maximum delay before the counterattack is completed is 29F
For Putting Out the Light
236P
30 All 17 36 Total 50 -14 - -7/+2 Initial: 90% - YRP 200/120 2 Click!
The Light Was So Small In the Beginning
236K
20 * 3 All 33 49 Total 54 +9 - -8/+2 Initial: 90% - YRP 200/120 0 Click!
Please Leave Me Alone
j.236P
- - - - Total 24 - - - - - YRP 100/- - Click!
  • 12F Bubble formed
  • Bubble lasts for 157F or until it gets popped
Please Leave Me Alone
Attack Bubble
30 All 12 4 - - - -7/+2 - - - -/120 2 Click!
What happens When I'm TOO Alone
j.236K
- - - - Total 29 - - - - - YRP 100/- - Click!
  • 21F Bubble formed
  • Bubble lasts for 148F or until it gets popped
What happens When I'm TOO Alone
Attack Bubble
30 All 29 10 - - - -7/+2 - - - -/120 2 Click!

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
Imperial Ray
632146S
632146D
35 * 7
[43 * 7]
All 7+1 10 * 7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]
-9/+2 - - - -5000 2 Click!
  • [ ] Values are for Burst version
  • Stun value 258 for 1 hit, 1083 for 9 hits
Don't Be Overprotective
632146P
100 All 14+2 5 20 -6 1~14F Strike
-6/+20 Forced: 40% - YRP -5000 4 Click!
  • Stun Value 1683 normal 3363 CH!
  • 0F Hitstop
Gamma Ray
64641236H
13 * 2, 16 * 32 All 13+6 6(24)6(35)46 {32 hit} 72 -61 - -6/+2, -4/+2*32 Initial: 150% - - -10000 4 Click!
  • Only first 2 hits add stun value, 0 for 2nd phase

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
Emotional Gamma Ray
During IK Mode: 236236H
SURRENDER All 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S, 4S 2H 5D, 2D Sp
c.S 6P - f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
4S - - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D Jump (2nd hit), Sp
6H - - - - - 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 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 - - - - - 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.