GGXRD-R2/Raven/Frame Data

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System Data

Defense:x1.11
Guts:5
Weight:[100] Medium
Stun Resistance:55
Prejump:3F
Backdash:21F (1~9F invuln)
Wakeup Time:25F (Face Up) / 24F (Face Down)
Unique Movements:Glide, Invincible Forward Run


Excitement Gauge

  • Raven starts each round at 0 Excitement
  • Various moves increase Excitement
  • After 600F of no Excitement increase, -1 Excitement every 20F
  • All of Raven's attacks +3% base damage per Excitement level. Values are rounded down

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 14 Mid 7 6 10 -6 - -8/+3 Initial: 90% SJ YRP 144 0 Click!
5K 16 Mid 7 7 12 -5 - -7/+10 - SJ YRP 264 2 Click!
c.S 22x2 Mid 8 6(5)3 12 +2 - -6/+14 - SJ YRP 384 3 Click!
f.S 28 Mid 10 8 16 -10 - -7/+10 - SJ YRP 264 2 Click!
5H 26x2 Mid 10 3・7 24 -12 - -6/+20 - SJ YRP 384 4 Click!
5D 22 High 27 6 9 -1 - -20/+10 Initial: 80% - YRP 264 2 Click!
4P 12 Mid 5 3 8 -1 - -8/+3 Initial: 90% CSJ YRP 144 0 Click!
6P 26 Mid 9 3 27 -16 1-6 Upper Body
7-11 Above Knee
-7/+10 Initial: 90% S YRP 264 2 Click!
6H 54 Mid 20 7 11 + landing 8 -8 7-10 Feet
11-Landing Lower Body
-6/+20 - SJ YRP 384 4 Click!
  • 7F onwards Airborne
2P 8 Mid 6 4 8 -2 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 12 Low 7 3 8 -1 - -8/+3 Initial: 80% S YRP 144 0 Click!
2S 26 Mid 9 4 15 -5 - -7/+10 - S YRP 264 2 Click!
2H 38 Low 15 6 25 -12 7-24 Above Knee -6/+20 - S YRP 384 4 Click!
2D 30 Low 9 3 21 -10 - -7/+10 - S YRP 264 2 Click!
j.P 10 High/Air 6 4 8 - - -8/+3 Initial: 90% CSJ YRP 144 0 Click!
j.K 16 High/Air 8 9 12 - - -7/+6 Initial: 90% SJ YRP 264 1 Click!
j.S 26 High/Air 7 7 16 - - -7/+10 Initial: 90% SJ YRP 264 2 Click!
j.H 26x3 High/Air 9 3(3)3(3)3 21 - - -6/+14 - S YRP 384 3 Click!
j.D 20,24 High/Air 8 3(2)5 18 + landing 5 - - -7/+10 - S YRP 264 2 Click!
j.2K 18 High/Air 12 until landing landing 3 - - -7/+10 - S YRP 264 2 Click!
  • Frame Adv on standing Sol varies from -2 to +7, depending on point of impact

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 0,40 Ground Throw: 70000 1 - - +15 - -6,0 Forced: 50% - R 0,480 0 Click!
  • Stun: 20
  • Ground Bounces
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,0 Forced: 65% - R 0,480 0,4 Click!
  • Stun: 30
Dead Angle Attack 25 All 12 4 23 -13 1-15 Full -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
Air Dash 20 High/Air 21 15 9 - - -7/+10 Initial: 85% S YRP 0/264 2 Click!
  • 17F onwards can cancel into air moves
  • Fastest possible air dash from Standing is 28F
Schmerz Berg
236P
22 All 13 Until offscreen 36 + landing 12 -9 7-10F Foot
11F Onwards Above Knees
-7/+2 Forced: 90% - YRP 200/120 2 Click!
  • Slows opponents movement by 50% on hit, lasts for 89F.
  • 7-36F Airborne
Gebraeuchlich Licht
j.236P/K
22 All 21 Until ground or offscreen Total 45 + landing 8 -4 - -7/+2 Forced: 90% - YRP 200/120 2 Click!
  • Slows opponents movement by 50% on hit, lasts for 89F.
Grausam Impuls Level 0-2
236S
40 Mid 17 6 31 -3 - -6/+20 - - YRP 225/720 4 Click!
  • Excitement +1 on hit
Grausam Impuls Level 3-5
236S
40 Mid 16 6 31 -3 - -6/+20 - - YRP 225/720 4 Click!
  • Excitement +1 on hit
Grausam Impuls Level 6+
236S
40 Mid 15 6 31 -3 - -6/+20 - - YRP 225/720 4 Click!
  • Excitement +1 on hit
  • On Counter Hit, puts opponent into Tumble state
Air Grausam Impuls Level 0-2
j.236S
40 All 12 8 23 -17 - -6/+20 - - YRP 225/720 4 Click!
  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol
Air Grausam Impuls Level 3-5
j.236S
40 All 11 8 23 -17 - -6/+20 - - YRP 225/720 4 Click!
  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol
Air Grausam Impuls Level 6+
j.236S
40 All 10 8 23 -17 - -6/+20 - - YRP 225/720 4 Click!
  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol
Scharf Kugel Level 0-2
236H
20*2 All 71 65 Total:46 +30 - Stage1: -7/+2 - - YRP 225/120*2 2 Click!
Scharf Kugel Level 3-5
236H
20*3 All 71 65 Total:46 +47 - -6/+2 - - YRP 225/120*3 3 Click!
Scharf Kugel Level 6+
236H
20*4 All 71 65 Total:46 +61 - -6/+2 - - YRP 225/120*4 4 Click!
Air Scharf Kugel Level 0-2
j.236H
20*2 All 54 60 Total:48+8 landing - - Stage1: -7/+2 - - YRP 225/120*2 2 Click!
Air Scharf Kugel Level 3-5
j.236H
20*3 All 54 60 Total:48+8 landing - - -6/+2 - - YRP 225/120*3 3 Click!
Air Scharf Kugel Level 6+
j.236H
20*4 All 54 60 Total:48+8 landing - - -6/+2 - - YRP 225/120*4 4 Click!
Give it to me HERE
214K
- - - - Total 29 - 5-25 Armor - - - YRP - - Click!
  • 5F onwards can cancel into Getreuer
  • Hold button to extend this move and it's armor
  • On guarding an attack, Raven gains 400 Tension, 0F hitstop
  • Excitement +3 for each attack guarded
  • Excitement +1 after holding this move for 41F, 121F, and every 60F after
Wachen Zweig (S)
63214S
0,80,0 Air Unblockable 19 9 32 +52 - -6,-8,-8 Forced: 65% - YRP 250/720,480,0 4,0,0 Click!
  • Excitement +3 on hit
  • Stun value 40
  • Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
  • Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land
Wachen Zweig (H)
63214H
0,80,0 Ground Throw 27 6 37 +52 - -6,-8,-8 Forced: 65% - YRP 250/0,480,0 3 Click!
  • Excitement +3 on hit
  • Stun value 40
  • Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
  • Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land

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
Getreuer
214214H
[214214D]
10,5*0~50, 100
[12,6*0~50,125]
Mid 6+1 6 42 -29 1-9 Full -6/+20 - - - -5000/0 4 Click!
  • [ ] Values are for the Burst version
  • Each level of Excitement increases number of hits by 5
  • Stun values increases with Excitement: 50>95>360>390>420>440>455>535>560>580>610
  • Stun values during Burst: 125>240>250>980>1019>1080>1270>1330>1370>1370>1430>1480
Verzweifelt Level 0-2
632146S
70,10*2 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full -6/+20 - - - -5000/0 4 Click!
  • Excitement +5 on hit
Verzweifelt Level 3-5
632146S
70,10*5 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full -6/+20 - - - -5000/0 4 Click!
  • Excitement +5 on hit
Verzweifelt Level 6+
632146S
70,10*6 Mid 6+2 Until Screen Border 62 -55 7-Until Recovery Full -6/+20 - - - -5000/0 4 Click!
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 0-2)
j.632146S
70,10*2 All 6+2 Until Ground 64 - 8-Until Ground Full -6/+20 - - - -5000/0 4 Click!
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 3-5)
j.632146S
70,10*5 All 6+2 Until Ground 64 - 8-Until Ground Full -6/+20 - - - -5000/0 4 Click!
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 6+)
j.632146S
70,10*6 All 6+2 Until Ground 64 - 8-Until Ground Full -6/+20 - - - -5000/0 4 Click!
  • Excitement +5 on 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
Sehnsucht
During IK Mode: 236236H
DESTROY All 9+14
[5+6]
6 31 -20 9-28[5-16] Full -6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel startup frame adv.
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp 7 -6
2P 5P[+], 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp 6 -2
4P 5P, 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp 5 -1
6P - - c.S, f.S 6H 5D Sp 9 -16
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp 7 -5
2K 5P, 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Sp 7 -1
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp 8 +2
f.S - - 2S 5H, 2H, 6H 2D Jump, Sp 10 -10
2S - - - 5H, 2H 5D, 2D Sp 9 -5
5H - - - - 5D, 2D Jump, Sp 10 -12
2H - - - - 5D, 2D Sp 15 -12
6H - - - - - Jump, Sp 20 -8
5D - - - - - Homing Jump, Homing Dash 27 -1
2D - - - - - Sp 9 -10


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 Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - Sp
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)

Changelog

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Raven/Data.