GGXRD-R2/Faust/Frame Data

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System Data

Defense:x1.00
Guts:0
Weight:[100] Medium
Stun Resistance:65
Prejump:3F
Backdash:13F (1~7F invuln)
Wakeup Time:25F (Face Up) / 29F (Face Down)
Unique Movements:Crawl, Slow Air Dash


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 6 4 6 +2 - -7/+6 - SJ YRP 264 1 Click!
5K 30 Mid 7 8 11 -5 - -7/+10 - SJ YRP 264 2 Click!
c.S 30 Mid 8 6 6 +2 - -7/+10 - SJ YRP 264 2 Click!
f.S 34 Mid 11 4 18 -8 - -7/+10 Initial: 90% S YRP 264 2 Click!
5H 24×3 Mid 9 2,2,2 17 -2 - -6/+14 - S YRP 384 3 Click!
2P 12 Low 7 2 7 +1 - -8/+3 Initial: 70% S YRP 144 0 Click!
2K 12×3 Low 7 3,3,6 5 +1 - -7/+6 Initial: 80% SJ YRP 264 1 Click!
2S 28 Mid 9 9 12 -7 - -7/+10 - SJ YRP 264 2 Click!
2H 40 Low 14 2 25 -8 - -6/+20 - S YRP 384 4 Click!
j.P 13 High / Air 7 6 6 - - -8/+3 - CS YRP 144 0 Click!
j.K 20 High / Air 7 5 18 - - -7/+10 Initial: 90% SJ YRP 264 2 Click!
j.S 32 High / Air 14 3 20 - - -7/+10 - S YRP 264 2 Click!
j.H 50 High / Air 9 8 12 - - -6/+14 - S YRP 384 3 Click!
j.D 40 High / Air 13 11 21 + 4 Landing Recovery - - -7/+10 - S YRP 264 2 Click!
6P 32 Mid 7 3 23 -12 1~6 Above Knees -7/+10 - S YRP 264 2 Click!
6H 70 High 25 9 45 -35 - -6/+28 Initial: 90% S YRP 384 4 Click!
j.2K 35 All 12 Until Landing 4 After Landing - - -6/+20 Initial: 90% S YRP 384 4 Click!
2D 38 Low 13 3 23 -12 - -7/+10 - SJ YRP 264 2 Click!
5D 25 High 26 2 15 -3 1~11 Strike
24~29 Reflect
40~42 Strike
-20/+10 Initial: 80% - YRP 264 2 Click!
  • On successful reflect, immediately creates a Reflect Projectile
Reflect Projectile 10 [20] All 1 - - - - -8/+3
[-7/+3]
- - - 120 [240] 0 [2] Click!
  • Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)

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: 78750 1 - - +51 - -6,-0/NA Forced: 65% - R 0 0,4 Click!
  • Stun: 30
Air Throw 0,55 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 480 0 Click!
  • Stun: 27
Dead Angle Attack 25 All 9 4 20 -10 1~16 Full
17~28 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
Special Movement
1 or 3
- - - - - - 1~ Above Knees - - - - - - Click!
Taunt (Face FLASH!)
Taunt
0 Mid 55 92 56 - - -8/+3 - - YRP 144 0 Click!
Re-re-re Thrust
41236K
20 Mid 21 12 18 -11 - -15/+20 - - YRP 150 / 240 4 Click!
Pull Back
Re-re-re Thrust > 4
- - - - - +7 - - - - Y - - Click!
  • Frame Advantage is on hit
Hello!
Pull Back > 236P
40 Mid 7 12 12 - - -6/NA - - YRP 150 / 720 4 Click!
Can't Hear You!
Holler! > 236P
- - - - Total 32 - 1~32 Strike - - - Y - - Click!
Hello Again!
Can't Hear You! > 236P
80 Mid 43 8 18 - 1~40 Strike -6/NA - - YRP 500 / 2400 4 Click!
  • Stun: 160
Hack n' Slash
214H
16×8 Unblockable: 175000, All*7 5 48 12 - - -7/NA - - YRP 100 / 60 2 Click!
  • On whiff, total animation 40F
Going My Way
j.236H
18×4 All 11 28 8 After Landing - - -8/+20 - - YRP 150 / 240 4 Click!
  • Landing recovery becomes 0F if all hits touch opponent
What Could This Be?
236P
- - - - Total 23 [35] - - - - - YRP 150 / - Click!
  • Item startup at 13F [25F]
  • Values in [ ] are for Charged version
From The Front
214P
44 All 63 2 25 -13 21~42 Strike,43~52 Full,53~57 Low(Full excluding head),53~89 Throw -7/+10 Initial: 80% - YRP 50 / 360 2 Click!
From Behind
214K
44 All 63 2 25 -13 21~42 Strike,43~52 Full,53~57 Low(Full excluding head),53~89 Throw -7/+10 - - YRP 50 / 360 2 Click!
From Above
214S
38 High 52 Until Landing 32 -26 21~42 Strike
43~47 Full
-7/+10 - - YRP 50 / 360 2 Click!
  • Startup to hit standing Sol is 64F
  • Switches to Bounce Recovery Animation on hit or block
  • Bounce Recovery Animation: Until landing+6
  • Frame advantage is against Sol
Spear Point Centripetal Dance
236S
44 Mid 17 4 7 +3 - -10/+10 - - YRP 250 / 600 2 Click!
  • 25F onwards can cancel into followup attacks
Just A Taste!
on Pogo > P
32 High 10 3 8 +3 - -7/+10 - - YRP 100 / 240 2 Click!
→Growing Flower
on Pogo > K
36 Mid 7 6 23 - 1~6 Strike -7/+10 - - YRP 500 / 480 2 Click!
  • Stun value 64
Growing Flower (Charged)
on Pogo > [K]
52 Mid 24 10 23 - 24-28 All -6/+20 - - YRP 750 / 720 4 Click!
  • Stun value 96
See? I'm A Flower!
on Pogo > S
36 Low 16 2 7 +5 - -7/+10 - - YRP 100 / 480 2 Click!
  • On YRC, becomes a Projectile that can be blocked Mid
See? I'm A Flower! (Charged)
on Pogo > [S]
48 Low 32 10 7 +2 - -6/+20 - - YRP 150 / 720 4 Click!
  • On YRC, becomes a Projectile that can be blocked Mid
→Going My Way (Pogo)
on Pogo > H
14×4 All 13 28 23+3 After Landing -23 - -6/+20 - - YRP 200 / 360 4 Click!
→What Could This Be? (Pogo)
on Pogo > D
- - 9 - Total 17 - - - - - YR 150 / - Click!
→Forward
on Pogo > 66
40 Mid 4 3 16 -5 - -7/+10 - - YRP 100 / 360 2 Click!
→Backward
on Pogo > 44
24 Mid 4 3 16 -5 - -7/+10 - - YRP 50 / 360 2 Click!
→Small Jump
on Pogo > 9
- - - - Total 16 - - - - - Y 25 / - Click!
Doctor-Copter
on Pogo > 8
20×n All 16 68 25 - - -7/+10 - - YRP 150 / 360 2 Click!
  • Up input active frames: 84F
Cancel
on Pogo > 2
- - - - Total 24 -18 - - - - Y - - Click!
  • Frame Advantage is fastest Spear Point Centripetal Dance > Cancel
Love
j.236P
1,40 All 21 Until Landing (15)3 Total 43 - - -7/+2 - - YRP 200 / 120 1,2 Click!
  • Explodes on self also(Self-blow up damage 30)

Items

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
Donut/Chocolate 16 Heal - 50 194 - - - - - - - - - Click!
  • Both items are functionally identical
Donut Box/Large Chocolate 48 Heal - 50 194 - - - - - - - - - Click!
  • Both items are functionally identical
Hammer 44 All 13 41 - - - -6/+20 - - - -/120 4 Click!
  • Stun: 88
Golden Hammer 44 All 13 41 - - - -6/+20 - - - -/120 4 Click!
  • Stun: 132
  • Hitstop 20F
Chibi Faust 25 All 45 - - - - -7/+10 - - - -/120 2 Click!
Large Faust 25 All 45 - - - - -7/+10 - - - -/120 2 Click!
Bomb 80 All 131 12 - - - -6/+20 - - - -/120 4 Click!
Fireworks 80 All 192 12 - - - -6/+20 - - - -/120 4 Click!
Meteors 36×6 All 196~ 0 - - - -10/+20 - - - -/120 4 Click!
Gigantic Meteor 36×7 All 196~ 0 - - - -10/+20 - - - -/120 4 Click!
  • Hits standing Sol on 277F
Poison 10 All 85 50 - - - -7/+6 - - - -/120 1 Click!
100 Ton Weight 44,0 All,Unblockable 13 43,1 - - - -6/+20 - - - -/120 4 Click!
  • Stun: 88, 0
10000 Ton Weight 44,0 All,Unblockable 13 43,1 - - - -6/+20 - - - -/120 4 Click!
  • Stun: 88, 0
Drum Can - - - - - - - - - - - - - Click!
  • Oil startup 124F,Stays for 420F
Oil Combustion 80 All 11 20 - - - -6/+20 - - - -/120 4 Click!
Jump Pad 0 Unblockable 87 196 - - - -8/NA Initial: 70% - - -/120 0 Click!
Black Hole - - 68 180 - - - - - - - - - Click!
  • 68F onwards pulls in characters and items towards Black Hole
Helium Gas - - 112 425 - - - - - - - - - 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
Stimulating Fists of Annihilation
236236S
[236236D]
30,0,Refer to notes
[37,0,Refer to notes]
Low 11+1 80 66 -46 1~15 Full
16~17 Strike
-6/+20 - - YRP -5000 4 Click!
  • Values in [ ] are for Burst version
  • Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100 [125],Reaper(Green):140 [175],Reaper(Purple):180 [225],Angel:Upon Self 10(RISC -6); Stun: 0
W-W-What Could This Be?
236236P
- - - - Total 46(Super Freeze 1) - 1~6 Strike - - - YRP -5000 - Click!
  • Item startup at 7,17,27,42
W-W-What Could This Be? (100% Ver.)
236236236P
- - - - Total 51(Super Freeze 1) - 1~6 Strike - - - - -10000 - Click!
  • Item startup at 4,8,12,16,20,24,28,32,36,40

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
This is... Me?
During IK Mode: 236236H
DESTROY All 9+8
[5+5]
6 31 -20 9~22 Full
[5~15 Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 82F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - - c.S, f.S, 2S 2H, 6H D, 2D Jump, Sp
2P - - 2S 2H D, 2D Sp
6P - - - - - Sp
5K - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - - f.S 5H 5D, 2D Jump, Sp
c.S 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - - 5H 5D Sp
2S - - - 5H, 2H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H 6P - - - 5D Sp
6H - - - - - Sp
5D - - - - - -
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P - - j.H - 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/Faust/Data.