GGXRD-R2/Dizzy/Frame Data

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< GGXRD-R2‎ | Dizzy
Revision as of 14:57, 7 September 2020 by Shtkn (talk | contribs)
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System Data

Defense
Guts
Weight
Stun Resistance
Prejump
backdash
Wakeup

Normal Moves

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
5P
5K
c.S

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

f.S
5H
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D

Stun value increased: 431

6P
4S
6H
6H
Max Charge
2D
5D

Universal Mechanics

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Ground Throw
  • Stun value 30
Air Throw
  • Stun value 30
Dead Angle Attack
Blitz Attack
  • 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
  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
I Use This to Catch Fish
236S

Stun value lowered: 103

For Searing Cod...
236H

Stun value lowered: 138

I Use This to Pick Fruit
421S
  • Frame advantage calculated on a standing opponent
For Roasting Chestnusts
421H
  • 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
We Talked a Lot Together (K)
214K
We Talked a Lot Together (Air, P)
j.214P
We Talked a Lot Together (Air, K)
j.214K
We Fought a Lot Together (S)
214S
We Fought a Lot Together (H)
214H
We Fought a Lot Together (D)
214D
  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop
We Fought a Lot Together (Air, S)
j.214S
We Fought a Lot Together (Air, H)
j.214H
We Fought a Lot Together (Air, D)
j.214D
  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop
We Fought a Lot Together (D)
Counterattack
  • Maximum delay before the counterattack is completed is 29F
For Putting Out the Light
236P
The Light Was So Small In the Beginning
236K
Please Leave Me Alone
j.236P
  • 12F Bubble formed
  • Bubble lasts for 157F or until it gets popped
Please Leave Me Alone
Attack Bubble
What happens When I'm TOO Alone
j.236K
  • 21F Bubble formed
  • Bubble lasts for 148F or until it gets popped
What happens When I'm TOO Alone
Attack Bubble

Overdrives

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Imperial Ray
632146S
632146D
  • [ ] Values are for Burst version
  • Stun value 258 for 1 hit, 1083 for 9 hits
Don't Be Overprotective
632146P
  • Stun Value 1683 normal 3363 CH!
  • 0F Hitstop
Gamma Ray
64641236H
  • Only first 2 hits add stun value, 0 for 2nd phase

Instant Kill

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Emotional Gamma Ray
During IK Mode: 236236H
  • [ ] 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

To edit frame data, edit values in GGXRD-R2/Dizzy/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.

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