GGXRD-R2/Raven/Frame Data

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System Data[edit]

Excitement Gauge[edit]

  • 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
5P 14 144 -8/+3 Initial: 90% 0 Mid SJ YRP 7 6 10 -6 - Click!
5K 16 264 -7/+10 - 2 Mid SJ YRP 7 7 12 -5 - Click!
c.S 22x2 384 -6/+14 - 3 Mid SJ YRP 8 6(5)3 12 +2 - Click!
f.S 28 264 -7/+10 - 2 Mid SJ YRP 10 8 16 -10 - Click!
5H 26x2 384 -6/+20 - 4 Mid SJ YRP 10 3・7 24 -12 - Click!
5D 22 264 -20/+10 Initial: 80% 2 High - YRP 27 6 9 -1 - Click!
4P 12 144 -8/+3 Initial: 90% 0 Mid CSJ YRP 5 3 8 -1 - Click!
6P 26 264 -7/+10 Initial: 90% 2 Mid S YRP 9 3 27 -16 1-6 Upper Body
7-11 Above Knee
Click!
6H 54 384 -6/+20 - 4 Mid SJ YRP 20 7 11 + landing 8 -8 7-10 Feet
11-Landing Lower Body
Click!
  • 7F onwards Airborne
2P 8 144 -8/+3 Initial: 80% 0 Mid CS YRP 6 4 8 -2 - Click!
2K 12 144 -8/+3 Initial: 80% 0 Low S YRP 7 3 8 -1 - Click!
2S 26 264 -7/+10 - 2 Mid S YRP 9 4 15 -5 - Click!
2H 38 384 -6/+20 - 4 Low S YRP 15 6 25 -12 7-24 Above Knee Click!
2D 30 264 -7/+10 - 2 Low S YRP 9 3 21 -10 - Click!
j.P 10 144 -8/+3 Initial: 90% 0 High/Air CSJ YRP 6 4 8 - - Click!
j.K 16 264 -7/+6 Initial: 90% 1 High/Air SJ YRP 8 9 12 - - Click!
j.S 26 264 -7/+10 Initial: 90% 2 High/Air SJ YRP 7 7 16 - - Click!
j.H 26x3 384 -6/+14 - 3 High/Air S YRP 9 3(3)3(3)3 21 - - Click!
j.D 20,24 264 -7/+10 - 2 High/Air S YRP 8 3(2)5 18 + landing 5 - - Click!
j.2K 18 264 -7/+10 - 2 High/Air S YRP 12 until landing landing 3 - - Click!
  • Frame Adv on standing Sol varies from -2 to +7, depending on point of impact

Universal Mechanics[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Ground Throw 0,40 0,480 -6,0 Forced: 50% 0 Ground Throw: 70000 - R 1 - - +15 - Click!
  • Stun: 20
  • Ground Bounces
Air Throw 0,60 0,480 -6,0 Forced: 65% 0,4 Air Throw: 192500 - R 1 - - - - Click!
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 12 4 23 -13 1-15 Full Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz 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 20 +5 1~50: Blitz 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Air Dash 20 0/264 -7/+10 Initial: 85% 2 High/Air S YRP 21 15 9 - - Click!
  • 17F onwards can cancel into air moves
  • Fastest possible air dash from Standing is 28F
Schmerz Berg
236P
22 200/120 -7/+2 Forced: 90% 2 All - YRP 13 Until offscreen 36 + landing 12 -9 7-10F Foot
11F Onwards Above Knees
Click!
  • Slows opponents movement by 50% on hit, lasts for 89F.
  • 7-36F Airborne
Gebraeuchlich Licht
j.236P/K
22 200/120 -7/+2 Forced: 90% 2 All - YRP 21 Until ground or offscreen Total 45 + landing 8 -4 - Click!
  • Slows opponents movement by 50% on hit, lasts for 89F.
Grausam Impuls Level 0-2
236S
40 225/720 -6/+20 - 4 Mid - YRP 17 6 31 -3 - Click!
  • Excitement +1 on hit
Grausam Impuls Level 3-5
236S
40 225/720 -6/+20 - 4 Mid - YRP 16 6 31 -3 - Click!
  • Excitement +1 on hit
Grausam Impuls Level 6+
236S
40 225/720 -6/+20 - 4 Mid - YRP 15 6 31 -3 - Click!
  • Excitement +1 on hit
  • On Counter Hit, puts opponent into Tumble state
Air Grausam Impuls Level 0-2
j.236S
40 225/720 -6/+20 - 4 All - YRP 12 8 23 -17 - 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
40 225/720 -6/+20 - 4 All - YRP 11 8 23 -17 - 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
40 225/720 -6/+20 - 4 All - YRP 10 8 23 -17 - 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*2 225/120*2 Stage1: -7/+2 - 2 All - YRP 71 65 Total:46 +30 - Click!
Scharf Kugel Level 3-5
236H
20*3 225/120*3 -6/+2 - 3 All - YRP 71 65 Total:46 +47 - Click!
Scharf Kugel Level 6+
236H
20*4 225/120*4 -6/+2 - 4 All - YRP 71 65 Total:46 +61 - Click!
Air Scharf Kugel Level 0-2
j.236H
20*2 225/120*2 Stage1: -7/+2 - 2 All - YRP 54 60 Total:48+8 landing - - Click!
Air Scharf Kugel Level 3-5
j.236H
20*3 225/120*3 -6/+2 - 3 All - YRP 54 60 Total:48+8 landing - - Click!
Air Scharf Kugel Level 6+
j.236H
20*4 225/120*4 -6/+2 - 4 All - YRP 54 60 Total:48+8 landing - - Click!
Give it to me HERE
214K
- - - - - - - YRP - - Total 29 - 5-25 Armor 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
0,80,0 250/720,480,0 -6,-8,-8 Forced: 65% 4,0,0 Air Unblockable - YRP 19 9 32 +52 - 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
0,80,0 250/0,480,0 -6,-8,-8 Forced: 65% 3 Ground Throw - YRP 27 6 37 +52 - 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Getreuer
214214H
[214214D]
10,5*0~50, 100
[12,6*0~50,125]
-5000/0 -6/+20 - 4 Mid - - 6+1 6 42 -29 1-9 Full 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 -5000/0 -6/+20 - 4 Mid - - 6+2 Until Screen Border 62 -55 7-Until Recovery Full Click!
  • Excitement +5 on hit
Verzweifelt Level 3-5
632146S
70,10*5 -5000/0 -6/+20 - 4 Mid - - 6+2 Until Screen Border 62 -55 7-Until Recovery Full Click!
  • Excitement +5 on hit
Verzweifelt Level 6+
632146S
70,10*6 -5000/0 -6/+20 - 4 Mid - - 6+2 Until Screen Border 62 -55 7-Until Recovery Full Click!
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 0-2)
j.632146S
70,10*2 -5000/0 -6/+20 - 4 All - - 6+2 Until Ground 64 - 8-Until Ground Full Click!
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 3-5)
j.632146S
70,10*5 -5000/0 -6/+20 - 4 All - - 6+2 Until Ground 64 - 8-Until Ground Full Click!
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 6+)
j.632146S
70,10*6 -5000/0 -6/+20 - 4 All - - 6+2 Until Ground 64 - 8-Until Ground Full Click!
  • Excitement +5 on hit

Instant Kill[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Sehnsucht
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+14
[5+6]
6 31 -20 9-28[5-16] Full 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[edit]

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[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Raven/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.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc