GGXRD-R2/Faust/Frame Data

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< GGXRD-R2‎ | Faust
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System Data

Defense Modifier: x1.00
Guts Rating: 0
Weight: Medium
Stun Resistance: 65
Prejump:
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): /

Normal Moves

Version 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.
5P 10 264 -7/+6 - 1 Mid SJ YRP 6 4 6 +2 - Click!
5K 30 264 -7/+10 - 2 Mid SJ YRP 7 8 11 -5 - Click!
c.S 30 264 -7/+10 - 2 Mid SJ YRP 8 6 6 +2 - Click!
f.S 34 264 -7/+10 Initial: 90% 2 Mid S YRP 11 4 18 -8 - Click!
5H 24×3 384 -6/+14 - 3 Mid S YRP 9 2,2,2 17 -2 - Click!
2P 12 144 -8/+3 Initial: 70% 0 Low S YRP 7 2 7 +1 - Click!
2K 12×3 264 -7/+6 Initial: 80% 1 Low SJ YRP 7 3,3,6 5 +1 - Click!
2S 28 264 -7/+10 - 2 Mid SJ YRP 9 9 12 -7 - Click!
2H 40 384 -6/+20 - 4 Low S YRP 14 2 25 -8 - Click!
j.P 13 144 -8/+3 - 0 High / Air CS YRP 7 6 6 - - Click!
j.K 20 264 -7/+10 Initial: 90% 2 High / Air SJ YRP 7 5 18 - - Click!
j.S 32 264 -7/+10 - 2 High / Air S YRP 14 3 20 - - Click!
j.H 50 384 -6/+14 - 3 High / Air S YRP 9 8 12 - - Click!
j.D 40 264 -7/+10 - 2 High / Air S YRP 13 11 21 + 4 Landing Recovery - - Click!
6P 32 264 -7/+10 - 2 Mid S YRP 7 3 23 -12 1~6 Above Knees Click!
6H 70 384 -6/+28 Initial: 90% 4 High S YRP 25 9 45 -35 - Click!
j.2K 35 384 -6/+20 Initial: 90% 4 All S YRP 12 Until Landing 4 After Landing - - Click!
2D 38 264 -7/+10 - 2 Low SJ YRP 13 3 23 -12 - Click!
5D 25 264 -20/+10 Initial: 80% 2 High - YRP 26 2 15 -3 1~11 Strike
40~42 Strike
Click!

Universal Mechanics

Version 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.
Ground Throw 0,60 0 -6,-0/NA Forced: 65% 0,4 Ground Throw: 78750 - R 1 - - +51 - Click!
  • Stun: 30
Air Throw 0,55 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun: 27
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 9 4 20 -10 1~16 Full
17~28 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - 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 - - - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - 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

Version 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.
Special Movement
1 or 3
- - - - - - - - - - - - 1~ Above Knees Click!
Taunt (Face FLASH!)
Taunt
0 144 -8/+3 - 0 Mid - YRP 55 92 56 - - Click!
Re-re-re Thrust
41236K
20 150 / 240 -15/+20 - 4 Mid - YRP 21 12 18 -11 - Click!
Pull Back
Re-re-re Thrust > 4
- - - - - - - Y - - - +7 - Click!
  • Frame Advantage is on hit
Hello!
Pull Back > 236P
40 150 / 720 -6/NA - 4 Mid - YRP 7 12 12 - - Click!
Can't Hear You!
Holler! > 236P
- - - - - - - Y - - Total 32 - 1~32 Strike Click!
Hello Again!
Can't Hear You! > 236P
80 500 / 2400 -6/NA - 4 Mid - YRP 43 8 18 - 1~40 Strike Click!
Hack n' Slash
214H
16×8 100 / 60 -7/NA - 2 Unblockable: 175000 - YRP 5 48 12 - - Click!
  • Whiff Total 34F
Going My Way
j.236H
18×4 150 / 240 -8/+20 - 4 All - YRP 11 28 8 After Landing - - Click!
What Could This Be?
236P
- 150 / - - - - - YRP - - Total 23 - - Click!
  • Item startup at 13F / Charged version startup 25F,Total 35F
From The Front
214P
44 50 / 360 -7/+10 Initial: 80% 2 All - YRP 63 2 25 -13 21~42 Strike,43~52 Full,53~57 Low(Full excluding head),53~89 Throw Click!
From Behind
214K
44 50 / 360 -7/+10 - 2 All - YRP 63 2 25 -13 21~42 Strike,43~52 Full,53~57 Low(Full excluding head),53~89 Throw Click!
From Above
214S
38 50 / 360 -7/+10 - 2 High - YRP 52 Until Landing 32 -31 21~42 Strike,43~47 Full, Click!
  • Startup is on grounded opponent,Hits grounded Sol on 65F
  • Switches to recovery animation on hit or block
  • Recovery Animation: 6 After Landing
  • Frame advantage is against Sol
Spear Point Centripetal Dance
236S
44 250 / 600 -10/+10 - 2 Mid - YRP 17 4 7 +3 - Click!
Just A Taste!
on Pogo > P
32 100 / 240 -7/+10 - 2 High - YRP 10 3 8 +3 - Click!
→Growing Flower
on Pogo > K
36 500 / 480 -7/+10 - 2 Mid - YRP 7 6 23 - 1~6 Strike Click!
Growing Flower (Charged)
on Pogo > [K]
52 750 / 720 -6/+20 - 4 Mid - YRP 24 10 23 - - Click!
See? I'm A Flower!
on Pogo > S
36 100 / 480 -7/+10 - 2 Low - YRP 16 2 7 +5 - Click!
See? I'm A Flower! (Charged)
on Pogo > [S]
48 150 / 720 -6/+20 - 4 Low - YRP 32 10 7 +2 - Click!
→Going My Way (Pogo)
on Pogo > H
16×4 200 / 360 -6/+20 - 4 All - YRP 13 28 23+3 After Landing -23 - Click!
→What Could This Be? (Pogo)
on Pogo > D
- 150 / - - - - - YR 9 - Total 17 - - Click!
→Forward
on Pogo > 66
40 100 / 360 -7/+10 - 2 Mid - YRP 4 3 16 -5 - Click!
→Backward
on Pogo > 44
40 50 / 360 -7/+10 - 2 Mid - YRP 4 3 16 -5 - Click!
→Small Jump
on Pogo > 9
- 25 / - - - - - Y - - Total 16 - - Click!
Doctor-Copter
on Pogo > 8
13×n 150 / 360 -7/+10 - 2 All - YRP 21 68 25 - - Click!
  • Up input active frames: 84F
Cancel
on Pogo > 2
- - - - - - - Y - - Total 24 -21 - Click!
  • Frame Advantage is fastest Spear Point Centripetal Dance > Cancel
Love
j.236P
1,40 200 / 120 -7/+2 - 1,2 All - YRP 21 Until Landing (15)3 Total 39 - - Click!
  • Explodes on self also(Self-blow up damage 30)

Items

Version 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.
Donut 16 Heal - - - - - - - 50 194 - - - Click!
Chocolate 16 Heal - - - - - - - 50 194 - - - Click!
Hammer 44 120 -6/+20 - 4 All - - 13 41 - - - Click!
  • Stun: 88
Chibi Faust 25 120 -7/+10 - 2 All - - 45 - - - - Click!
Bomb 80 120 -6/+20 - 4 All - - 131 12 - - - Click!
Meteors 36×6 120 -10/+20 - 4 All - - 196~ 0 - - - Click!
Poison 10 120 -7/+6 - 1 All - - 85 50 - - - Click!
100 Ton Weight 44,0 120 -6/+20 - 4 All,Unblockable - - 13 43,1 - - - Click!
  • Stun: 88, 0
Drum Can - - - - - - - - - - - - - Click!
  • Oil startup 124F,Stays for 420F
Oil Combustion 80 120 -6/+20 - 4 All - - 11 20 - - - Click!
Jump Pad 0 120 -8/NA Initial: 70% 0 Unblockable - - 87 196 - - - Click!
Black Hole - - - - - - - - - 180F - - - Click!
  • 68~Pulls characters close by
Helium Gas - - - - - - - - 112 425 - - - Click!

Overdrives

Version 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.
Stimulating Fists of Annihilation
236236S
30,0,Refer to notes -5000 -6/+20 - 4 Low - YRP 11+1 80 66 -46 1~15 Full
16~17 Strike
Click!
  • Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100,Reaper(Green):140,Reaper(Purple):180,Angel:Upon Self 10(RISC -6); Stun: 0
W-W-What Could This Be?
236236P
- -5000 - - - - - YRP - - Total 46(Super Freeze 1) - 1~6 Strike Click!
  • Item startup at 7,17,27,42
W-W-What Could This Be? (100% Ver.)
236236236P
- -10000 - - - - - - - - Total 51(Super Freeze 1) - 1~6 Strike Click!
  • Item startup at 4,8,12,16,20,24,28,32,36,40

Instant Kill

Version 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.
This is... Me? DESTROY - -6/+14 - 3 All - - 9+8
[5+5]
6 31 -20 9~22 Full
[5~15 Full]
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)