GGXRD-R2/Sin Kiske/Frame Data

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System Data

Defense:x1.04
Guts:1
Weight:[100] Medium
Stun Resistance:60
Prejump:3F
Backdash:24F (1~12F invuln)
Wakeup Time:30F (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 12 Mid 6 2 8 +2 - -7/+6 Initial: 85% CSJ YRP 264 1 Click!
5K 16 Mid 7 3 12 -3 - -7/+6 - SJ YRP 264 1 Click!
c.S 32 Mid 7 3 15 -4 - -7/+10 - SJ YRP 264 2 Click!
f.S 28 Mid 9 3 18 -7 - -7/+10 - S YRP 264 2 Click!
5H 25, 35 Mid,Low 11 3(15)3 24 -8 - -6/+20 - SJ,S YRP 384 4,4 Click!
  • 2nd hit pulls in opponent
6P 28 Mid 9 6 18 -10 1-14 Upper Body -7/+10 Initial: 90% S YRP 264 2 Click!
6H 38 Mid 15 4 13 +2 - -6/+20 - JS YRP 384 4 Click!
5D 25 High 29 2 15 -3 - -20/+10 Initial: 80% - YRP 264 2 Click!
2P 6 Mid 5 4 4 +2 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 18 Low 7 2 9 +1 - -7/+6 Initial: 70% S YRP 264 1 Click!
2S 27 Mid 9 4 15 -5 - -7/+10 - S YRP 264 2 Click!
2H 28x2,16 Mid 11 2,2,2 34 -17 - -6/+20 - SJ YRP 384 4 Click!
3K 22 Low 11 4 12 -2 - -7/+10 Initial: 90% S YRP 264 2 Click!
2D 28 Low 10 6 8 0 - -10/+10 Initial: 90% SJ YRP 264 2 Click!
j.P 12 High, Air 6 6 6 - - -8/+3 - CSJ YRP 144 0 Click!
j.K 20 High, Air 8 3 24 - - -7/+10 - SJ YRP 264 2 Click!
j.S 28 High, Air 9 6 19 - - -7/+10 - SJ YRP 264 2 Click!
j.H 32,16x3 High, Air 9 3,2x3 12 - - -7/+10,+6x3 - S YRP 264 2,1x3 Click!
j.6H 36 High, Air 11 4 20 - - -6/+14 - S YRP 384 3 Click!
j.D 40 High, Air 18 2 18+5 after landing - - -6/+14 Initial: 80% SJ 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, 0, 60 Ground Throw: 75250 1 - - +55 - -6,-0,-8/NA Forced: 65% - R 0, 0, 480 0, 0, 2 Click!
  • Stun value: 30
Air Throw 0, 60 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 0, 480 - Click!
  • Stun value: 30
DAA 25 All 9 2 24 -12 1-10 All -7/+10 Initial: 50% - - -5000 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
Hawk Baker
623S
30 [35] Mid 9 2 45 -33 1-10 All -9/+10 Forced: 60%
[Initial: 65%]
S R 100/720 2 Click!
  • [ ] values are on Critical Hit (Red hit effect)
Beak Driver
236H
36,32
[36,66]
Mid 11-33
[34-251]
2(1)6 29
[19]
-16
[+4]
- -8/+20 2nd hit Initial: 90%
[None]
S YRP 100/600 4 Click!
  • Values in [ ] are for Charged version
  • Charge for 32F to become charged version
  • Beak Driver starts up 2F after release
  • Costs 1000 Calories
Beak Driver (air)
j.236H
40,36 - 9 3,6 17/Landing 6 - - -8/+14 - S YRP 100/720 3 Click!
  • Costs 1000 Calories
I'm Sure I'll Hit Something
Beak Driver > HHH...
15*5,18*3,21*3,24*2,35 All 8 [2(2)]*N 23 -10 - -12/+10 - - YRP 150/180 2 Click!
  • When no additional hits added, 44F Total
  • Max 11 hits depending on how many times H is pressed
  • 1000 calories consumed at the following times: 1F, 26F, 38F, 50F, 58F
  • 11th hit knocks down opponent
Bull Bash
214S
60 High 31 6 32 -19 - -8/+20 - S YRP 100/600 4 Click!
  • Costs 1000 Calories
Elk Hunt
236K
30 Low 15-21 6 11 0 7F onwards low profile -11/+20 Initial: 85% S YRP 100/600 4 Click!
  • Costs 1000 Calories
  • Attack only becomes activate upon getting close to the opponent
Leap
214P/K
- - - - P:19
K:18
- - - - - Y 240 - Click!
  • Hold InputIcon 4.png or InputIcon 6.png to control how far Sin moves
  • Cancel into other special from 9f onward
  • 8F onwards airborne
Still Growing
214H
- - 40 - 17 - - - - - Y - - Click!
  • If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000
  • If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
  • Recovers 1,000 calories on 25F. Recovers remaining calories on 43F
  • Mashing H results in up to two additional eats (each eat follows Still Growing rules)
Vulture Seize
j.214S
28 All 14 6 Until landing + 10 - - -9/+10 Initial: 80% S YRP 100/600 2 Click!
  • Costs 1000 Calories

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
R.T.L (ground)
632146H
[632146H]
50 [62] Mid 10+1 12 47 -40 4-16 All
[1-16 All]
-10/+20 - - YRP -5000 4 Click!
  • Values in [ ] are for Burst version
R.T.L (air)
j.632146H
[j.632146H]
50 [62] All 10+1 12 Until landing + 32 - 4-16 All
[1-16 All]
-10/+20 - - YRP -5000 4 Click!
  • Values in [ ] are for Burst version
R.T.L (ground followup)
R.T.L > Direction + H


  • Values in [ ] are for Burst version
R.T.L (air followup)
air R.T.L > Direction + H


  • Values in [ ] are for Burst version
Voltic Deign
236236P
27*5 Mid 26+2 - Total 37 +60 - -6/+2 - - YRP -5000 4 Click!
Voltic Deign (air)
j.236236P
27*5 Mid 10+4 - Total 31 - - -6/+2 - - YRP -5000 4 Click!

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
Raiden
IK
DESTROY - 9+12
[5+12]
6 34 -23 9-26 All
[5-22 All]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

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