GGXRD-R2/Leo Whitefang/Frame Data

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System Data

Defense:x1.00
Guts:3
Weight:[98] Slightly Heavy
Stun Resistance:70
Prejump:4F
Backdash:16F (1~9F invuln)
Wakeup Time:28F (Face Up) / 26F (Face Down)
Unique Movements:Step Dash during Byrnhildr Stance


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 12 Mid 6 5 7 -2 - -8/+3 - CJS YRP 144 0 Click!
  • Can cancel into 5P, 2P, 5K(?) even on whiff from frame 12
5K 16 Mid 8 5 6 +1 8-12F Lower Body -7/+6 - S YRP 264 1 Click!
c.S 32 Mid 7 2 13 +2 - -6/+14 - JS YRP 384 3 Click!
f.S 34 Mid 10 6 19 -11 - -7/+10 - JS YRP 264 2 Click!
  • Can cancel into f.S~P or 5H from 17F onwards
f.S~P - - - - T51~91 - 1-47~77 High/Mid Guard Point - - - P - - Click!
  • Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
  • Can be held to prolong Guard Point from 37F up to 77F, with 14F of recovery after you let go of the button
  • Guard Point doesn't work against Overdrives and Instant Kills
5H 42 Mid 15 6 [3] 16 -3 - -6/+20 - S YRP 384 4 Click!
  • Pulls in opponent on hit or block
  • [ ] values are for the back sword
  • Stance transition is 11F long (last 1F can be canceled into any action other than walk)
  • Frame Adv on 5H > Stance is -3
  • Can cancel into 5H~P from 25F onwards
5H~P - - - - T51~91 - 1-47~77 High/Mid Guard Point - - - P - - Click!
  • Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
  • Can be held to prolong Guard Point from 37F up to 77F, with 14F of recovery after you let go of the button
  • Guard Point doesn't work against Overdrives and Instant Kills
2P 10 Mid 5 3 10 -3 - -8/+3 Initial: 90% CS YRP 144 0 Click!
  • Can cancel into 5P, 2P, 5K even on whiff from frame 9
2K 12 Low 7 5 8 -1 - -7/+6 Initial: 75% S YRP 264 1 Click!
2S 26 Low 10 3 7 +4 5-9 Above Knees -7/+10 - S YRP 264 2 Click!
2H 44 Mid 10 8 26 -15 - -6/+20 - S YRP 384 4 Click!
j.P 8 High/Air 5 2 9 - - -8/+3 - CJS YRP 144 0 Click!
j.K 34 High/Air 10 14 21 - - -9/+10 - JS YRP 264 2 Click!
j.S 24*2 High/Air 7 3(1)3 18 - - -7/+10 - JS YRP 264 2 Click!
j.H 42 High/Air 11 3 20 - - -7/+10 - S YRP 264 2 Click!
j.D 18*3 All 22 4,4,4 Until Landing+8 +3 - -7/+10 - S YRP 264 2 Click!
  • Frame Adv listed is when j.D is done from lowest height possible
  • Landing recovery can be special cancelled
6P 38 Mid 13 4 20 -5 5~14 Armor -6/+20 Initial: 80% S YRP 264 4 Click!
  • Armor is for 1 hit
  • When armoring through an attack, the move becomes active 2f after exiting hitstop, potentially making its startup as short as 7f
6K 30 Mid 15 3 10 +4 3~15F Throw -6/+14 - S YRP 384 3 Click!
6H 50 Mid 24 2 12 +5 16~25F Feet -6/+20 - S YRP 384 4 Click!
  • Inputting H(or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33
  • Stance transition is 14F long, frame adv. -3 (last 1F can be canceled into any action other than walk)
5D 22 High 25 3 12 -1 - -20/+10 Initial: 80% - YRP 264 2 Click!
2D 25 Low 12 6 16 -5 5~6, 18~19F Foot
7-17F Lower Body
5~21F Throw
-6/+14 - - YRP 384 3 Click!

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 (85750) 1 - - +54 - -6, -0/NA Forced: 65% - R 0, 480 0, 4 Click!
  • Transitions into Brynhildr stance afterwards
  • Stun value: 30
Air Throw 60 Air Throw (192500) 1 - - - - -6, -0/NA Forced: 65% - R 0, 480 0, 4 Click!
  • Stun value: 30
Dead Angle Attack 25 All 12 4 22 -12 1~15F All, 16~19F 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
Graviert Würde(S)
[4]6S


  • 40f charge time
  • Special hit stop 6F
  • 3F gap between each hit
Graviert Würde(H)
[4]6H
16*4 All 35 Until Corner (72T) +11 - -7/+3 - - YRP 200 / 240*4 2 Click!
  • 40f charge time
  • Special hit stop 6F
  • 3F gap between each hit
Eisen Sturm(S)
[2]8S
36,32 Mid 5 2,12 26+12 after landing -32 1~4F All -7,-6/+10,+14 Initial: 85% - R 250/600*2 2,3 Click!
  • 40f charge time
  • Special hit stop 6F(For first hit)
  • 8F onwards airborne
Eisen Sturm(H)
[2]8+H
43,30,28 Mid 8 2,12(11)6 30+12 after landing -54 1~13F All -7,-6,-6/+10,+14,+20 Initial: 75% - R 300/600*2,240 2,3,4 Click!
  • 40f charge time
  • 1st hit has hitstop 6F
  • 10F onwards airborne
Keltos Gestöber Erst
236S
24 Mid 15 3 12 -1 - -7/+10 - S* YRP 125/300 2 Click!
→Zweit
Keltos Gestöber Erst>236H
25 Mid 11 [12] 4 [5] 14 -3 - -7/+10 - S* YRP 125/300 2 Click!
  • Values in [ ] are when Leo ends attack behind opponent
  • Front / Behind determination occurs on 12F
  • Ending attack behind opponent puts Leo in Brynhildr Stance
→Dritt
Zweit>214S
40 Mid 14 5 21 -7 1-18F Throw
10-18 Foot
-6/+20 - - YRP 125/480 4 Click!
Kaltes Gestöber Zweit
236H
32 Mid 24 [26] 4 [5] 14 +1 [+2] - -6/+20 - S*R - 250/384 4 Click!
  • Values in [ ] are when Leo ends attack behind opponent
  • Front / Behind determination occurs on 25F
  • Ending attack behind opponent puts Leo in Brynhildr Stance
  • 28F untech duration on air hit
Siegesparade
j.236H
16,24,10 All 13 Until landing + 6 24 -13 - -7,-6*2/+10,+20*2 - - YRP 250/480*3 2,4*2 Click!
  • Only mortal counters from second hit
  • Unburstable until the end
  • On successful hit, frame advantage is +3

Brynhildr 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
Brynhildr Stance - - - - - - - - - - YRP - - Click!
  • Static difference on entering stance
    • blocked 5H: -3
    • blocked 6H: -3
    • Throw: +54
    • blocked Kaltes Gestöber Erst→Zweit: -3
    • blocked Kaltes Gestöber Zweit: +2
    • Siegesparade: +2
    • blocked Leidenschaft Dirigen: -18
  • Cannot block
  • Cannot jump (except from jump cancels)
  • Jump canceling or getting hit exits stance
  • Normals and movement are changed while in stance
  • All specials and overdrives available normally are still available in stance
→Frontdash
Stance>66
- - - - 17T - - - - - YRP - - Click!
  • Can go through opponent
  • Last frame can be canceled into any action except front or back walk
→Backdash
Stance>44
- - - - 17T - 1~13F All - - - YRP - - Click!

Last frame can be canceled into any action except front or back walk

→Cancel
Stance>22
- - - - 12T - - - - - YRP - - Click!
→bt.P
Stance>P
30 Mid 7 4 12 -2 1~10F Above Knees
11~16F Above Waist
1~8F Throw
-7/+10 - JS YRP 264 2 Click!
→bt.K
Stance>K
16 Low 5 3 7 +2 1~6F Throw -7/+6 Initial: 70% S YRP 264 1 Click!
→bt.S
Stance>S
28 Mid 6 6 14 -1 - -6/+20 - S YRP 384 4 Click!
  • Special hit stop for 6F
→bt.H
Stance>H
32 High 18 4 9 +6 - -6/+20 Initial: 90% - YRP 384 4 Click!
  • Hits crouching opponents on 20F (tested on Sol)
→Kahn Schild
Stance>D
0,60 Unb - - 37T - 1-2 Strike
3-20 Catch and Reflect
-8,-6/NA Forced: 80% - RP 720*2 0,4 Click!
  • 90F wallstick upon successful counter
  • Rejected for 60F if done from a distance
  • Reflects projectiles(except Elphelt grenade)
  • Counters everything except throws and unblockables
→Kaltes Gestöber Dritt
Stance>214S
60 All 14 5 21 -7 1-18 Throw
10-18F Foot
-6/+20 Forced: 70% - YRP 250/720 4 Click!
  • Exits stance
→Blitzschlag
Stance>214H
60 High* 27 1 29 +36~+3 (Stagger) - -6/+20 Forced: 60% - YRP 300/720 4 Click!
  • Staggers/Guard crushes opponents blocking while standing/crouching
  • Upon hit, applies ground bounce effect(lands face down)
  • Exits stance

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
→Stahl Wirbel
Brynhildr Stance>632146S
[Brynhildr Stance>632146D]
130 [162] All 5+(104)+0 - 24 +8 5 All
[1-5F All]
-10/+2 Forced: 80% - YRP -5000 / 0 4 Click!
  • Values in [ ] are for Burst version
  • Stun: 65
  • Projectile lasts until it goes out of screen
Leidenschaft Dirigent
632146H
26*4,60 Mid 10+(40)+1 8(15)11(14)8(10)8(36)11 28+13 after landing -18 1~14F All -6/+20 - - YRP -5000 / 0 4 Click!
  • Hold H while landing to enter Brynhildr Stance

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
Windrad des Weltraum DESTROY All 9+(30)+18
[5+(30)+17]
6 32 -21 9-32F All
[5-27F All]
-6/+14 - - - 0 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 73T [5+(63)+5]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] cS, fS, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] cS, fS, 2S 5H, 2H 5D, 2D Sp, Su
6P - - - - - Sp, Su
5K 6P - cS, fS, 2S 5H, 2H 5D, 2D Sp, Su
2K 6P - cS, fS, 2S 5H, 2H, 6H 5D, 2D Sp, Su
6K - - - - - Sp, Su
c.S - 6K fS, 2S 5H, 2H 5D, 2D Jump, Sp, Su
f.S - 6K 2S 5H[+], 2H, 6H[+] 2D Jump, Sp, Su
2S - 6K - 5H, 2H 5D, 2D Sp, Su
5H - - - 6H[+] 2D Sp, Su
2H - - - - 5D, 2D Sp, Su
6H - - - - - Sp, Su
5D - - - - - Homing Jump, Homing Dash
2D - - - - - -
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
BT P - BT K BT S BT H BT D Jump, Sp, Su
BT K BT P - BT S BT H BT D Sp, Su
BT S - - - BT H BT D Sp, Su
BT H - - - - - -
BT D - - - - - -
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.S j.H j.D Jump, Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - j.D 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/Leo Whitefang/Data.