GGXRD-R2/Elphelt Valentine/Frame Data

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System Data

Defense:x1.03
Guts:0
Weight:[105] Light
Stun Resistance:60
Prejump:3F
Backdash:13F (1~9F invuln)
Wakeup Time:27F (Face Up) / 27F (Face Down)
Unique Movements:


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 9 Mid 5 3 5 +2 - -8/+3 - CSJ YRP 144 0 Click!
5K 14 Low 7 4 5 +1 - -8/+3 Initial: 90% SJ YRP 144 0 Click!
c.S 24 Mid 5 5 18 -6 - -6/+14 - SJ YRP 384 3 Click!
f.S 28 Mid 9 5 16 -4 - -6/+14 - SJ YRP 384 3 Click!
5H (1) 20 Mid 11 1 28 -12 - -6/+14 - S YRP 384 3 Click!
  • Followup hits can be inputted on frames 22, 31, 40, 49
  • Can not hit crouching opponents
5H (2-4) 18 * 4 Mid 9 1 26 -10 - -6/+6 - - YRP 384 3 Click!
5H (5) 18 Mid 9 1 33 -17 - -6/+6 - S YRP 384 3 Click!
2P 8 Mid 4 2 7 +1 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 12 Low 5 5 6 -1 - -8/+3 Initial: 70% S YRP 144 0 Click!
2S 26 Mid 8 6 18 -10 17-28 Above Knees -7/+10 Initial: 90% S YRP 264 2 Click!
2H 22x2 Mid 18 3 (3) 3 18 -4 5-17 Above Knees -6/+20 Initial: 90% S YRP 384 3 Click!
j.P 10 High / Air 6 6 9 - - -8/+3 - CSJ YRP 144 0 Click!
j.K 18 High / Air 8 6 15 - - -7/+6 - S YRP 264 1 Click!
j.S 28 High / Air 7 5 16 - - -7/+10 - SJ YRP 264 2 Click!
j.H 34 High / Air 10 6 18 - - -7/+10 - S YRP 264 2 Click!
j.D 38 High / Air 11 3 29 + 5 after landing - - -7/+10 - S YR 264 2 Click!
  • On YRC, the attack can be blocked Mid
6P 24 High 23 4 22 -12 1-7F Upper Body
8-24F Above Knees
-7/+10 Initial: 75% S YRP 264 2 Click!
  • Staggers opponent on hit. Max duration 35F, Frame Adv: -8 to +10
6H 50 Mid 15 10 30 -21 18-24 Foot -6/+20 Initial: 80% S YRP 384 4 Click!
2D 36 Low 8 6 18 -10 1-5 Above Knees -7/+10 - SJ YRP 264 2 Click!
5D 22 High 24 6 16 -8 26, 33-35 Foot
27-23 Lower Body
-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 Throw: 75250 1 - - +49 - -6,-8/NA Forced: 65% - R 0,480 4 Click!
  • Stun: 30
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 0,480 4 Click!
  • Stun: 30
Dead Angle Attack 25 All 9 4 18 -8 1-12 All
13-24 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
Pineberry
236P
- - - - 19 - - - - - Y 150 - Click!
Overhand Throw
Pineberry>4P
0 All 10 - Total: 33 -3 [+7] - -8/+2 [-6/+2] - - YRP 120x2 0 [3] Click!
  • [ ] Values are when Pineberry is thrown with under 1 second left on timer
Underhand Throw
Pineberry>2P
0 All 10 - Total: 33 -3 [+7] - -8/+2 [-6/+2] - - YRP 120x2 0 [3] Click!
  • [ ] Values are when Pineberry is thrown with under 1 second left on timer
Air Overhand Throw
Pineberry>j.4P
0 All 13 - Total: 36 - - -8/+2 [-6/+2] - - YRP 120x2 0 [3] Click!
  • [ ] Values are when Pineberry is thrown with under 1 second left on timer
Pineberry Explosion (Normal)
Throw Pineberry
40 All 1 11 - - - -7/+10 - - R 120 2 Click!
Pineberry Explosion (Shoot)
Shoot Pineberry
50 All 1 11 - - - -7/+10 - - R 120 2 Click!
  • Shoot the Pineberry with 5H, j.D, Miss Travallier, Miss Confire, or Genoise
  • Opponent can detonate the Pineberry with their own projectiles
Pineberry Self Explosion
Don't Throw Pineberry or get hit
Self 10 All 1 1 - - - -7/NA Initial: 80% - - 120 2 Click!
  • Opponent gains Tension listed
Bridal Express
214K
45 All 14 12 12 -7 7-29 Foot -6/+14 Initial: 90% - YRP 200/720 3 Click!
Air Bridal Express
j.214K
40 All 26 Until Landing 7 after landing +6 - -7/+10 Initial: 90% - YRP 200/720 2 Click!
  • Frame Advantage Listed is from Tiger Knee-ing this attack
Miss Confire
236S
- - - - - - - - - - Y 150/- - Click!
  • Can Cancel and move reticule on 13F
  • Can Fire on 28F
  • Hold reticule in place for 35F to become Powered Up
Fire
Confire>P/K/S/H
35 Mid 3 3 Total 47 -14 - -6/+2 - - YRP 200/120 3 Click!
  • 20F onwards can cancel into Reload
  • Fastest Neutral > Fire is 30F
Fire (Powered Up)
Confire>P/K/S/H
45 Unblockable 3 3 Total 47 - - -6/NA Initial: 65% - YRP 200/120 4 Click!
  • 20F onwards can cancel into Reload
  • Fastest Neutral > Fire (Powered Up) is 62F
Reload
Confire Fire>46S
- - - - 39
[27]
- - - - - Y 50 [100] - Click!
  • [ ] values are for Perfect Reload
  • Press 6 and S within 2F of each other to execute a Perfect Reload
Cancel
Confire>D
- - - - 27 - - - - - Y - - Click!
Miss Travailler
236H
- - - - 14 - - - - - Y 50 - Click!
Fire
Travailler>H
Close: 30
Far: 20
All 3 1 Total 31 -2 - -7/+2 Close: Initial: 90%
Far: None
S YRP 100/120 2 Click!
  • Stand still for 13F to power up shot
  • 14F onwards Can cancel into Reload
Fire (Powered Up)
Travailler>H
Close: 55
Far: 35
All 1 1 Total 29 +5 - Close: -9/+2
Far: -6/+2
- S YRP 100/120 4 Click!
  • 12F onwards Can cancel into Reload
Reload
Travailler Fire>46H
- - - - 17 -1 [+6] - - - - Y 100 - Click!
  • [ ] Values are for Powered Up Shot > Reload
Thrust
Travailler>P
18 Mid 3 3 6 +1 - -8/+3 - CS YRP 240 0 Click!
Roll
Travailler>K
- - - - 24 - 1-10 All - - - Y - - Click!
  • Can pass through opponent 1-10F
Launch
Travailler>S
30 Mid 11 7 7 +0 7-10 Upper Body -7/+10 Initial: 80% S YRP 720 2 Click!
Demolish
Travailler>D
0, 47, 16 Throw 120000 15 3 35 +57 [+46] 1-17 Throw -6,0x2/NA Forced: 60% - RP 0, 720x2 - Click!
  • [ ] Values are when opponent is in corner
  • Total animation on whiff is 52F
  • Stun: 23, 8
Cancel
Travailler>236H
- - - - 17 -8 [-4] - - - - Y - - Click!
  • Frame advantage is after Thrust > Cancel [Launch > Cancel]
Roll > Miss Travalier
236K
- - - - Total 28 - 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
- - - Y - - 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
Judge Better Half
236236K
20, 140 [20*6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
-6[-6,-8]/+20[+20,+3x5] - - YRP -5000 4 [4,0*5] Click!
  • [ ] Vales are when first hit is blocked or misses
Judge Better Half (Burst)
236236D
25, 175 [22*6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
-6[-6,-8]/+20[+20,+3x5] - - YRP -5000 4 [4,0*5] Click!
  • [ ] Vales are when first hit is blocked or misses
Genoise
632146H
55, 17*5 All 9+3 - Total:39 +27 - -7/+10 - - YRP -5000 2 Click!
  • Explosion stats up 3F after missile touches opponent. Explosion lasts for 15F

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
Magnum Wedding
During IK Mode: 236236H
K.O. All 9+13
[5+9]
4 21 -8 9-36 All
[5-28 All]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 80F [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, Su
2P 5P[+], 2P[+], 6P 5K[+], 2K[+] c.S, f.S, 2S 2H 5D, 2D Sp, Su
6P - - - - - Sp, Su
5K - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp, Su
2K 6P 5K c.S, f.S, 2S 2H 5D, 2D Sp, Su
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Su
f.S - - 2S 5H, 2H 2D Jump, Sp, Su
2S - - - 5H, 2H 5D, 2D Sp, Su
5H - - - 5H(2-5) - Sp, Su
2H - - - - 5D, 2D Sp, Su
6H - - - - - Sp, Su
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp, Su


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 Sp
j.S j.P - j.S j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp


Shotgun Stance Gatlings
P K S H D Cancel
SG.P SG.P[+] SG.K SG.S SG.h, SG.H - Sp
SG.K - - - - - -
SG.S - SG.K - - - Sp
SG.h - - - - - Rel
SG.H - - - - - Rel
SG.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)
Rel = Reload

Navigation

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