GGXRD-R2/Elphelt Valentine/Frame Data

From Dustloop Wiki

System Data


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


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

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


  • 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

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


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

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


  • [ ] 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

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


  • [ ] 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.

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