GGXRD-R2/Faust/Frame Data: Difference between revisions

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{{AttackVersion|name=Reflect Projectile|subtitle=|rowspan=2}}{{#lsth:GGXRD-R2/Faust/Data|Reflect Projectile Full}}
{{AttackVersion|name=Reflect Projectile|subtitle=|rowspan=2}}{{#lsth:GGXRD-R2/Faust/Data|5D Reflect Full}}
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{{Description|14|*Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)
{{Description|14|*Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)

Revision as of 05:18, 11 February 2019

System Data


Normal Moves

Version 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
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
6P
6H
j.2K
2D
5D

{{{text}}}

Reflect Projectile

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Universal Mechanics

Version 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

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Air Throw

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Dead Angle Attack
Blitz Attack

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Blitz Attack
Max Charge

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Special Moves

Version 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
Special Movement
1 or 3
Taunt (Face FLASH!)
Taunt
Re-re-re Thrust
41236K
Pull Back
Re-re-re Thrust > 4

{{{text}}}

Hello!
Pull Back > 236P
Can't Hear You!
Holler! > 236P
Hello Again!
Can't Hear You! > 236P

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Hack n' Slash
214H

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Going My Way
j.236H

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What Could This Be?
236P

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From The Front
214P
From Behind
214K
From Above
214S

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Spear Point Centripetal Dance
236S

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Just A Taste!
on Pogo > P
→Growing Flower
on Pogo > K

{{{text}}}

Growing Flower (Charged)
on Pogo > [K]

{{{text}}}

See? I'm A Flower!
on Pogo > S

{{{text}}}

See? I'm A Flower! (Charged)
on Pogo > [S]

{{{text}}}

→Going My Way (Pogo)
on Pogo > H
→What Could This Be? (Pogo)
on Pogo > D
→Forward
on Pogo > 66
→Backward
on Pogo > 44
→Small Jump
on Pogo > 9
Doctor-Copter
on Pogo > 8

{{{text}}}

Cancel
on Pogo > 2

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Love
j.236P

{{{text}}}

Items

Version 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
Donut/Chocolate

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Donut Box/Large Chocolate

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Hammer

{{{text}}}

Golden Hammer

{{{text}}}

Chibi Faust
Large Faust
Bomb
Fireworks
Meteors
Gigantic Meteor

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Poison
100 Ton Weight

{{{text}}}

10000 Ton Weight

{{{text}}}

Drum Can

{{{text}}}

Oil Combustion
Jump Pad
Black Hole

{{{text}}}

Helium Gas

Overdrives

Version 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
Stimulating Fists of Annihilation
236236S
[236236D]

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W-W-What Could This Be?
236236P

{{{text}}}

W-W-What Could This Be? (100% Ver.)
236236236P

{{{text}}}

Instant Kill

Version 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
This is... Me?
During IK Mode: 236236H

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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


Template:Navbar-GGXRD-R2

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