GGXRD-R2/Elphelt Valentine/Frame Data: Difference between revisions

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Revision as of 05:58, 19 June 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    

System Data


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
f.S
5H (1)
  • Followup hits can be inputted on frames 22, 31, 40, 49
  • Can not hit crouching opponents
5H (2-4)
5H (5)
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
  • On YRC, the attack can be blocked Mid
6P
  • Staggers opponent on hit. Max duration 35F, Frame Adv: -8 to +10
6H
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: 30
Air Throw
  • Stun: 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
Pineberry
236P
Overhand Throw
Pineberry>4P
  • [ ] Values are when Pineberry is thrown with under 1 second left on timer
Underhand Throw
Pineberry>2P
  • [ ] Values are when Pineberry is thrown with under 1 second left on timer
Air Overhand Throw
Pineberry>j.4P
  • [ ] Values are when Pineberry is thrown with under 1 second left on timer
Pineberry Explosion (Normal)
Throw Pineberry
Pineberry Explosion (Shoot)
Shoot Pineberry
  • 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
  • Opponent gains Tension listed
Bridal Express
214K
Air Bridal Express
j.214K
  • Frame Advantage Listed is from Tiger Knee-ing this attack
Miss Confire
236S
  • 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
  • 20F onwards can cancel into Reload
  • Fastest Neutral > Fire is 30F
Fire (Powered Up)
Confire>P/K/S/H
  • 20F onwards can cancel into Reload
  • Fastest Neutral > Fire (Powered Up) is 62F
Reload
Confire Fire>46S
  • [ ] values are for Perfect Reload
  • Press 6 and S within 2F of each other to execute a Perfect Reload
Cancel
Confire>D
Miss Travailler
236H
Fire
Travailler>H
  • Stand still for 13F to power up shot
  • 14F onwards Can cancel into Reload
Fire (Powered Up)
Travailler>H
  • 12F onwards Can cancel into Reload
Reload
Travailler Fire>46H
  • [ ] Values are for Powered Up Shot > Reload
Thrust
Travailler>P
Roll
Travailler>K
  • Can pass through opponent 1-10F
Launch
Travailler>S
Demolish
Travailler>D
  • [ ] Values are when opponent is in corner
  • Total animation on whiff is 52F
  • Stun: 23, 8
Cancel
Travailler>236H
  • Frame advantage is after Thrust > Cancel [Launch > Cancel]
Roll > Miss Travalier
236K

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
Judge Better Half
236236H
  • [ ] Vales are when first hit is blocked or misses
Judge Better Half (Burst)
236236D
  • [ ] Vales are when first hit is blocked or misses
Genoise
632146H
  • Explosion stats up 3F after missile touches opponent. Explosion lasts for 15F

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
Magnum Wedding
During IK Mode: 236236H
  • [ ] 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

To edit frame data, edit values in GGXRD-R2/Elphelt Valentine/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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