GGXRD-R2/Slayer/Frame Data

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System Data

Defense:x0.96
Guts:1
Weight:[100] Medium
Stun Resistance:70
Prejump:4F
Backdash:28F (1~20F invuln)
Forward Dash:18F Short/24F Long (5~6F strike invuln, 7-12F throw invuln)
Wakeup Time:26F (Face Up) / 20F (Face Down)
Unique Movements:Teleport Dash


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 16 Mid 5 6 6 0 - -7/+6 - CSJ YRP 144 1 Click!
  • From frame 12 (2nd recovery frame), can whiff cancel into 5P, 2P, 5K, 2K, and 6P
5K 28 Mid 7 3 8 +3 - -7/+10 Initial: 90% SJ YRP 264 2 Click!
c.S 28 Mid 5 4 14 -4 - -7/+10 - SJ YRP 264 2 Click!
f.S 32 Mid 13 2 6 +6 - -7/+10 - SJ YRP 264 2 Click!
  • From frame 16 (2nd recovery frame), can whiff cancel into 6H
5H 50 Mid 13 5 18 -4 - -6/+20 - SJ YRP 384 4 Click!
  • Staggers opponent on hit. Duration: 19F to 39F. Frame Adv: -3F to +17F
2P 10 Mid 5 2 6 +2 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 20 Low 6 2 8 +4 - -7/+10 Initial: 90% S YRP 264 2 Click!
2S 34 Mid 10 9 12 -7 - -7/+10 - SJ YRP 264 2 Click!
2H 48 Low 13 2 25 -10 5~14 Foot -6/+10 Initial: 80% - YRP 384 3 Click!
  • Stun value: 13
  • Hitstop: 0
  • Untechable time on normal hit: 34F (Slayer is +8)
j.P 13 High / Air 5 3 9 - - -7/+6 - CS YRP 264 1 Click!
j.K 24 High / Air 6 9 16 - - -7/+10 - SJ YRP 264 2 Click!
j.S 20×N High / Air 4[8] {2(2)2(4)}×4 34 - - -7/+10 - SJ YRP 264 2 Click!
  • [ ] indicates forward attack portion
  • Hitstop: 6F
j.H 36 High / Air 13 5 18 - - -7/+10 - S YRP 264 2 Click!
j.D 40 High / Air 7 5 32 + 5 Landing Recovery - - -7/+10 - SJ YRP 264 2 Click!
  • Staggers opponent on ground counterhit. Duration: 14F to 29F. Frame Adv: +13 to +28 at best
6P 45 Mid 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
-6/+20 Initial: 90% - YRP 384 4 Click!
  • Untechable time on normal hit: 38F (Slayer is +19 minimum)
6K 30 High / Air 20 5 4+4 After Landing[Total 32] +1 - -7/+10 Initial: 90% - YRP 264 2 Click!
  • [ ] Values are when doing 6K Feint
  • 6F onwards airborne
6H 50 Mid 17 6 15 -2 - -6/+20 - S YRP 384 4 Click!
  • Staggers opponent on counterhit. Duration: 22F to 46F. Frame Adv: +14 to +38 (including CH hitstop)
j.2K 22 All 13 3 18 - - -15/+10 - S YRP 360 2 Click!
  • Untechable time: 27F on normal hit, 54F on counterhit (Slayer is +7/+34)
2D 30 Low 9 21 9 -11 - -6/+20 - - YRP 384 4 Click!
5D 28 High 24 3 20 -9 - -20/+10 Initial: 80% - YRP 264 2 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 0,68 Ground Throw: 85750 1 - - +13 - -6,-0/NA Forced: 65% - R 480 0,2 Click!
  • Stun value: 34
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,-0/NA Forced: 65% - R 480 0 Click!
  • Stun value: 30
Dead Angle Attack 25 All 18 6 17 -9 1~23 Full
24~36 Throw
-7/+10 Initial: 50% - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2 1~Button release: Blitz - Initial: 55% - R - 4 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~Button release: 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
Mappa Hunch (P)
236P
40 Mid 11 3 17 -1 - -6/+20 - - YRP 200 / 480 4 Click!
Mappa Hunch (K)
236K
40 Mid 14 6 15 -2 - -6/+20 - - YRP 200 / 480 4 Click!
Bloodsucking Universe
63214H
0,72 Ground Throw: 161000 7 2 Total 42 - - -26,-0/NA Forced: 80% - RP 0 / 720 0 Click!
  • Maximum stagger length 49F, frame advantage +12 to +32
  • Stun value: 0
  • Slayer is healed for 50% of the damage dealt
  • On hit, Slayer's next special or overdrive is an automatic counterhit. Effect lasts for 180F
  • Hitting with Bloodsucking Universe while the effect is active increases the length of the effect by 180F
  • Effect can be stacked multiple times up to a maximum of 600F
  • Dandy Step does not benefit from the effect, only its followups
Dandy Step (P)
214P
- - - - Total 30 - 1~3 Strike - - - YRP 250 - Click!
  • Can cancel into followups after frame 15 (so fastest followups start on frame 16)
Dandy Step (K)
214K
- - - - Total 38 - 1~6 Strike - - - YRP 250 - Click!
  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)
→Pilebunker (P Dandy Step)
Dandy Step (P) > P
70 Mid 4 3 36 -20 - -6/+20 Initial: 90% - YRP 300 / 720 4 Click!
  • Stun value: 50
→Pilebunker (K Dandy Step)
Dandy Step (K) > P
80 Mid 4 3 36 -20 - -10/+20 Forced: 85% - YRP 300 / 720 4 Click!
  • Stun value: 60
  • CH Hitstop: 33F
  • On counterhit, makes opponent tumble for 90F after touching the ground
→Crosswise Heel
Dandy Step > K
27,32 Mid 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet
-7/+10 - - YRP 300 / 480×2 2 Click!
  • Untechable time: 42F from P Dandy Step, 44F from K Dandy Step
→Under Pressure
Dandy Step > S
36 Mid 5 2 12 ±0 - -7/+10 - - YRP 250 / 720 2 Click!
  • Staggers opponent on counterhit. Duration: 18F to 38F. Frame Adv: 9F to 29F
  • Untechable time on air hit: 24F (counterhit 48F)
  • From frame 8 (2nd recovery frame), can cancel to It's Late
→→It's Late
Under Pressure > H
52 High 14 6 10 +3 1~19F Throw -6/+20 Initial: 90% - YRP 250 / 720 4 Click!
→Helter Skelter
Dandy Step > H
32 All 25 6 13 +12 1~2F Low Body
22~25F Throw
-6/+14 Initial: 80% - YRP 300 / 720 3 Click!
  • 3F onwards airborne
  • Recovers in the air
  • Untechable time on counterhit: 40F
Footloose Journey
j.214K
40×6 All 5 [2(2)]×6 14 After Landing - - -6/+14 - - YRP 200 / 360×6 3 Click!
Undertow
632146P
60 Unblockable 39 1 22 - - -6/NA Initial: 70% - YRP 200 / 720 4 Click!

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
Dead On Time
632146S
[632146D]
140 [175] All 7+0 8 36+21 After Landing -47 7~9 Strike
[1~9 All]
[7-9 Strike]
-6/+20 Forced: 85% - YRP -5000 / 0 4 Click!
  • Stun value: 70
  • Values in [ ] are for Burst version
Eternal Wings
236236H
88 Mid 5+4 18 36+7 After Landing -42 1~26 Full -6/+20 Forced: 85% - YRP -5000 / 0 4 Click!
Straight-Down Dandy
j.214214S
100 [120] Mid 8+3 Until Landing 20 After Landing - 1~10 Strike -3/+20 Forced: 80% [None] - YRP -5000 / 0 4 Click!
  • [ ] Values are for the second hit (the orb above Slayer's head)

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
All Dead DESTROY All 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]
-6/+14 - - - 0 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 80F [5F+5F]

Gatling Table

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


Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K[+], j.2K j.S j.H j.D Sp
j.K j.P j.2K j.S - j.D Jump, Sp
j.S - j.K, j.2K - j.H - Jump, Sp
j.H - j.2K - - j.D Sp
j.D - j.2K - - - Jump, Sp
j.2K - - - - - 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)

Backdash Cancel (BDC)

BDC Jump
Cancel Frame Invul Transferred to Jump
1-12 4
13 3
14 2
15 1
16+ 0
BDC Special (estimated)
Cancel Frame Invul Transferred to Special/Super
1 7
2-9 6
10 5
11-12 4
13 3
14 2
15 1
16+ 0
  • Cancel Frame is the frame where the cancel takes place after the backdash starts. For BDC Jump, Cancel Frame is the frame when the jump input is made. For BDC Specials, Cancel Frame is the frame when the special/super is completed after canceling backdash into jump.
  • BDC Special data assumes that the special input is completed on the 1st frame of jump startup. If the special input is completed after the 1st frame of jump startup, fewer invulnerability frames are transferred to the special.

Navigation

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