GGXRD-R2/Ky Kiske/Frame Data

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System Data

Defense:x1.03
Guts:2
Weight:[100] Medium
Stun Resistance:60
Prejump:3F
Backdash:16F (1~9F invuln)
Wakeup Time:23F (Face Up) / 21F (Face Down)
Unique Movements:


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 8 Mid 5 4 5 +1 - -8/+3 - CSJ YRP 144 0 Click!
5K 12 Low 5 8 7 -5 - -8/+3 Initial: 80% SJ YRP 144 0 Click!
c.S 28 Mid 7 2 18 -1 - -6/+20 - SJ YRP 384 4 Click!
f.S 28 Mid 10 6 19 -11 - -7/+10 - S YRP 264 2 Click!
5H 42 Mid 10 6 12 +1 - -6/+20 - S YRP 384 4 Click!
  • Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34
2P 6 Mid 5 4 4 +2 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 14 Low 5 4 6 ±0 - -8/+3 Initial: 70% S YRP 144 0 Click!
2S 25 Low 9 2 15 -3 - -7/+10 - S YRP 264 2 Click!
2H 28x2 Mid 11 1,4 20 -7 - -6/+14 Initial: 90% SJ YRP 384 3 Click!
  • Pulls in opponent on air hit
  • Air hit untechable for 19F
j.P 12 High/Air 6 6 6 - - -8/+3 - CSJ YRP 144 0 Click!
j.K 16 High/Air 7 4 12 - - -8/+3 - S YRP 144 0 Click!
j.S 28 High/Air 7 3 21 - - -7/+10 - SJ YRP 264 2 Click!
j.H 38 High/Air 13 4 23 - - -7/+10 - S YRP 264 2 Click!
j.D 40 All 38 13 Total 25+8 after landing - - -7/+10 - - YRP 264 2 Click!
6P 30 Mid 9 5 15 -6 1-6F Upper Body
7-13F Above Knees
-7/+10 Initial: 90% S YRP 264 2 Click!
6K 32 Mid 19 2 11 +4 - -8/+10 - S YRP 384 3 Click!
6H 30x2 Mid 23 6,(8),2 6 +11 - -6/+10 - S YRP 384 4 Click!
  • First hit forces opponent into crouching state on ground hit
3H 35 Mid 15 4 25 -12 - -6/+14 - S YRP 384 3 Click!
  • Special cancellable until 27F
  • Air hit untechable for 28F
2D 30 Low 7 12 12 -10 - -7/+10 - SJ YRP 264 2 Click!
5D 25 High 28 13 11 -5 - -20/+20 Initial 80% - YRP 384 4 Click!
  • On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent

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: 75250 1 - - +49 - -6,-6/NA Forced: 65% - R 0,480 0 Click!
  • Frame advantage listed is on hit
  • Stun: 30
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 0,480 0,4 Click!
  • Stun: 30
Dead Angle Attack 25 All 12 3 24 -13 1-14F Full
15-32F 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
Stun Edge
236S
30 All 10 Until Corner Total 46 -10 - -7/+2 Initial: 90% - YRP 275/480 2 Click!
Stun Edge
(Durandal Call)
40 All ~+9 3 - +8 - -6/+3 - - R 480 4 Click!
Charged Stun Edge
236H
20x3 All 38 Until Corner Total 69 +14 - -6/+3 - - YRP 250/240 4 Click!
Charged Stun Edge
(Durandal Call)
20x6 All ~+9 59 - +18 - -6/+3 - - R 120 4 Click!
  • On air hit untechable for 60F
Air Stun Edge(S)
j.236S
33 All 21 Until Ground 41+14 Landing +2 - -6/+2 Initial: 90% - YRP 150/240 3 Click!
  • Frame Advantage is on lowest possible height
Air Stun Edge(S)
(Durandal Call)
43 All ~+9 3 - - - -6/+3 - - R 240 4 Click!
  • Staggers opponent on CH. Max duration 39F
Air Stun Edge(H)
j.236H
33 All 21 Until Ground 41+14 Landing - - -6/+2 Initial: 90% - YRP 150/240 3 Click!
Air Stun Edge(H)
(Durandal Call)
43 All ~+9 3 - - - -6/+3 - - R 240 4 Click!
  • Knocks down opponent on CH
Stun Dipper
236K
12,32 Low, All 5 14(7)3 26 -15 1-4F Upper Body
5-18F Above Knees
-2,-5/+14,+10 Initial: 90%, -- - YRP 200/480,720 3,2 Click!
Greed Sever
214K
30 High/Air 19 14 5+11 Landing -10 4F onwards Foot -7/+14 Initial: 70% - YRP 200/600 3 Click!
  • Hits crouching Sol on 24F
  • Frame Adv listed is when this attack is standing blocked on 22F
  • 4F onwards airborne
Vapor Thrust(S)
623S
48 Mid 9 3 32+9 Landing -30 1-8F Full -7/+10 - - R 250/480 2 Click!
  • Floats on hit, untechable for 35F
  • 9F onwards Airborne
Vapor Thrust(H)
623H
48 Mid 11 4 35+9 Landing -34 1-10F Full
11-15F Strike
-10/+10 Initial: 80% - R 250/480 2 Click!
  • Floats on hit, untechable for 60F
  • 11F onwards Airborne
Air Vapor Thrust
j.623S/H
48 All 9 3 9 After Landing - 1-8F Strike -7/+10 - - R 250/480 2 Click!
  • Floats on hit, untechable for 45F
Split Ciel
236D
40 All 15 3 15 -1 5-12F Lower Body -7/+10 - - YRP 200/600 3 Click!
  • Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42

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
Ride the Lightning
632146H
[632146D]
36x5
[45x5]
Mid 10+1 42 18 -22 1-25F Full -7/+10 - - YRP -5000 2 Click!
  • Stun: 0
  • [ ] Values are for Burst version
Air Ride the Lightning
j.632146H
[j.632146D]
36x5
[45x5]
All 8+1 42 Until Landing +6 After Landing - 1-17F Full -7/+10 - - YRP -5000 2 Click!
  • Untechable time 36F
  • Will wallstick if opponent hits the wall within 40F from hit
  • [ ] Values are for Burst version
Sacred Edge
236236P
27x5 All 4+3 Until Corner Total 36 +7 4-6F Strike -6/+3 - - YRP -5000 2 Click!
  • On air hit untechable for 30F
Sacred Edge
(Durandal Call)
100 All ~+1 3 - +6 - -15/+20 - - R - 4 Click!
  • Untechable time 40F
  • Will wallstick if opponent hits the wall within 40F from hit

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
Rising Force
During IK Mode: 236236H
DESTROY All 9+12
[5+12]
4 30 -17 9-24F Full
[5-20F Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 51F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6K - - - - - Sp
c.S 6P 6K f.S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - 6K 2S 3H 5D, 2D Sp
2S - 6K - 5H, 2H, 6H 5D, 2D Sp
5H - 6K - - 5D, 2D Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Jump, Sp
3H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp


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.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - -
  • 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/Ky Kiske/Data.