GGXRD-R2/Slayer/Frame Data

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System Data[edit]

Defense Modifier: x0.96
Guts Rating: 1
Weight: [100] medium
Stun Resistance: 70
Prejump: 4F
Backdash Time 28F / Invul: 1-20F
Forward Dash Time 18F Short/24F Long / Invul: 5-6F Strike, 7-12F Full
Wakeup (Face Up/Down): 26F / 20F

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 16 144 -7/+6 - 1 Mid CSJ YRP 5 6 6 0 - Click!
  • From frame 12 (2nd recovery frame), can whiff cancel into 5P, 2P, 5K, 2K, and 6P
5K 28 264 -7/+10 Initial: 90% 2 Mid SJ YRP 7 3 8 +3 - Click!
c.S 28 264 -7/+10 - 2 Mid SJ YRP 5 4 14 -4 - Click!
f.S 32 264 -7/+10 - 2 Mid SJ YRP 13 2 6 +6 - Click!
  • From frame 16 (2nd recovery frame), can whiff cancel into 6H
5H 50 384 -6/+20 - 4 Mid SJ YRP 13 5 18 -4 - Click!
  • Staggers opponent on hit. Duration: 19F to 39F. Frame Adv: -3F to +17F
2P 10 144 -8/+3 Initial: 80% 0 Mid CS YRP 5 2 6 +2 - Click!
2K 20 264 -7/+10 Initial: 90% 2 Low S YRP 6 2 8 +4 - Click!
2S 34 264 -7/+10 - 2 Mid SJ YRP 10 9 12 -7 - Click!
2H 48 384 -6/+10 Initial: 80% 3 Low - YRP 13 2 25 -10 5~14 Foot Click!
  • Stun value: 13
  • Hitstop: 0
  • Untechable time on normal hit: 34F (Slayer is +8)
j.P 13 264 -7/+6 - 1 High / Air CS YRP 5 3 9 - - Click!
j.K 24 264 -7/+10 - 2 High / Air SJ YRP 6 9 16 - - Click!
j.S 20×N 264 -7/+10 - 2 High / Air SJ YRP 4[8] {2(2)2(4)}×4 34 - - Click!
  • [ ] indicates forward attack portion
  • Hitstop: 6F
j.H 36 264 -7/+10 - 2 High / Air S YRP 13 5 18 - - Click!
j.D 40 264 -7/+10 - 2 High / Air SJ YRP 7 5 32 + 5 Landing Recovery - - Click!
  • Staggers opponent on ground counterhit. Duration: 14F to 29F. Frame Adv: +13 to +28 at best
6P 45 384 -6/+20 Initial: 90% 4 Mid - YRP 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
Click!
  • Untechable time on normal hit: 38F (Slayer is +19 minimum)
6K 30 264 -7/+10 Initial: 90% 2 High / Air - YRP 20 5 4+4 After Landing[Total 32] +1 - Click!
  • [ ] Values are when doing 6K Feint
  • 6F onwards airborne
6H 50 384 -6/+20 - 4 Mid S YRP 17 6 15 -2 - Click!
  • Staggers opponent on counterhit. Duration: 22F to 46F. Frame Adv: +14 to +38 (including CH hitstop)
j.2K 22 360 -15/+10 - 2 All S YRP 13 3 18 - - Click!
  • Untechable time: 27F on normal hit, 54F on counterhit (Slayer is +7/+34)
2D 30 384 -6/+20 - 4 Low - YRP 9 21 9 -11 - Click!
5D 28 264 -20/+10 Initial: 80% 2 High - YRP 24 3 20 -9 - Click!

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 0,68 480 -6,-0/NA Forced: 65% 0,2 Ground Throw: 85750 - R 1 - - +13 - Click!
  • Stun value: 34
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 18 6 17 -9 1~23 Full
24~36 Throw
Click!
Blitz Attack - - - - - - - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - 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
60 - - - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - 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
Mappa Hunch (P)
236P
40 200 / 480 -6/+20 - 4 Mid - YRP 11 3 17 -1 - Click!
Mappa Hunch (K)
236K
40 200 / 480 -6/+20 - 4 Mid - YRP 14 6 15 -2 - Click!
Bloodsucking Universe
63214H
0,72 0 / 720 -26,-0/NA Forced: 80% 0 Ground Throw: 161000 - RP 7 2 Total 42 - - 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
- 250 - - - - - YRP - - Total 30 - 1~3 Strike Click!
  • Can cancel into followups after frame 15 (so fastest followups start on frame 16)
Dandy Step (K)
214K
- 250 - - - - - YRP - - Total 38 - 1~6 Strike Click!
  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)
→Pilebunker (P Dandy Step)
Dandy Step (P) > P
70 300 / 720 -6/+20 Initial: 90% 4 Mid - YRP 4 3 36 -20 - Click!
  • Stun value: 50
→Pilebunker (K Dandy Step)
Dandy Step (K) > P
80 300 / 720 -10/+20 Forced: 85% 4 Mid - YRP 4 3 36 -20 - Click!
  • Stun value: 60
  • CH Hitstop: 33F
  • On counterhit, makes opponent tumble for 90F after touching the ground
→Crosswise Heel
Dandy Step > K
27,32 300 / 480×2 -7/+10 - 2 Mid - YRP 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet
Click!
  • Untechable time: 42F from P Dandy Step, 44F from K Dandy Step
→Under Pressure
Dandy Step > S
36 250 / 720 -7/+10 - 2 Mid - YRP 5 2 12 ±0 - 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
52 250 / 720 -6/+20 Initial: 90% 4 High - YRP 14 6 10 +3 1~19F Throw Click!
→Helter Skelter
Dandy Step > H
32 300 / 720 -6/+14 Initial: 80% 3 All - YRP 25 6 13 +12 1~2F Low Body
22~25F Throw
Click!
  • 3F onwards airborne
  • Recovers in the air
  • Untechable time on counterhit: 40F
Footloose Journey
j.214K
40×6 200 / 360×6 -6/+14 - 3 All - YRP 5 [2(2)]×6 14 After Landing - - Click!
Undertow
632146P
60 200 / 720 -6/NA Initial: 70% 4 Unblockable - YRP 39 1 22 - - Click!

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

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
All Dead DESTROY 0 -6/+14 - 3 All - - 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]
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[edit]

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)[edit]

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[edit]


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