GGXRD-R2/Slayer/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Slayer x0.96 1 4F [100] Medium 28F (1~20F invuln) 18F (Short) 24F (Long). Both 5~6F strike invuln, 7-12F throw invuln 28 26F 20F Run replaced with Teleport Dash


Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 16 6 7 Mid 1 CSJ 144 5 6 6 0
5K 28 10 7 Initial: 90% Mid 2 SJ 264 7 3 8 +3
c.S 28 10 7 Mid 2 SJ 264 5 4 14 -4
f.S 32 10 7 Mid 2 SJ 264 13 2 6 +6
5H 50 20 6 Mid 4 SJ 384 13 5 18 -4
2P 10 3 8 Initial: 80% Mid 0 CS 144 5 2 6 +2
2K 20 10 7 Initial: 90% Low 2 S 264 6 2 8 +4
2S 34 10 7 Mid 2 SJ 264 10 9 12 -7
2H 48 10 6 Initial: 80% Low 3 384 13 2 25 -10 5~14 Foot
j.P 13 6 7 High / Air 1 CS 264 5 3 9
j.K 24 10 7 High / Air 2 SJ 264 6 9 16
j.S 20×N 10 7 High / Air 2 SJ 264 4[8] {2(2)2(4)}×4 34
j.H 36 10 7 High / Air 2 S 264 13 5 18
j.D 40 10 7 High / Air 2 SJ 264 7 5 32 + 5 Landing Recovery
6P 45 20 6 Initial: 90% Mid 4 384 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
6K 30 10 7 Initial: 90% High / Air 2 264 20 5 4+4 After Landing[Total 32] +1
6H 50 20 6 Mid 4 S 384 17 6 15 -2
j.2K 22 10 15 All 2 S 360 13 3 18
2D 30 20 6 Low 4 384 9 21 9 -11
5D 28 10 20 Initial: 80% High 2 264 24 3 20 -9


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,68 NA 6,0 Forced: 65% Ground Throw: 85750 0,2 480 1 +13
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 192500 0 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 18 6 17 -9 1~23 Full
24~36 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 4 (15-48)+13 3 Hit: 11
Whiff: 20
-2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~Button release: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236P P Mappa Hunch 40 20 6 Mid 4 200 / 480 11 3 17 -1
236K K Mappa Hunch 40 20 6 Mid 4 200 / 480 14 6 15 -2
63214H Bloodsucking Universe 0,72 NA 26,0 Forced: 80% Ground Throw: 161000 0 0 / 720 7 2 Total 42
214P P Dandy Step 250 Total 30 1~3 Strike
214K K Dandy Step 250 Total 38 1~6 Strike
P Dandy > P Pilebunker (P Dandy Step) 70 20 6 Initial: 90% Mid 4 300 / 720 4 3 36 -20
K Dandy > P Pilebunker (K Dandy Step) 80 20 10 Forced: 85% Mid 4 300 / 720 4 3 36 -20
Dandy > K Crosswise Heel 27,32 10 7 Mid 2 300 / 480×2 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet
Dandy > S Under Pressure 36 10 7 Mid 2 250 / 720 5 2 12 ±0
Under Pressure > H It's Late 52 20 6 Initial: 90% High 4 250 / 720 14 6 10 +3 1~19F Throw
Dandy > H Helter Skelter 32 14 6 Initial: 80% All 3 300 / 720 25 6 13 +12 1~2F Low Body
22~25F Throw
j.214K 40×6 14 6 All 3 200 / 360×6 5 [2(2)]×6 14 After Landing
632146P Undertow 60 NA 6 Initial: 70% Unblockable 4 200 / 720 39 1 22


Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146S Dead On Time 140 [175] 20 6 Forced: 85% All 4 -5000 / 0 7+0 8 36+21 After Landing -47 7~9 Strike
[1~9 All]
[7-9 Strike]
236236H Eternal Wings 88 20 6 Forced: 85% Mid 4 -5000 / 0 5+4 18 36+7 After Landing -42 1~26 Full
j.214214S Straight-Down Dandy 100 [120] 20 3 Forced: 80% [None] Mid 4 -5000 / 0 8+3 Until Landing 20 After Landing 1~10 Strike


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H All Dead DESTROY 14 6 All 3 0 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGXRD Slayer 5P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] 2S 5H, 6H 5D, 2D Jump, Sp
2P
GGXRD Slayer 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P[+], 2P[+], 6P[+] - 2S - 5D, 2D Sp
6P
GGXRD Slayer 6P.png
Guard:
Mid
Startup:
18
Recovery:
14
Advantage:
-1
- - - - - -
5K
GGXRD Slayer 5K.png
Guard:
Mid
Startup:
7
Recovery:
8
Advantage:
+3
6P - - 6H 5D, 2D Jump, Sp
2K
GGXRD Slayer 2K.png
Guard:
Low
Startup:
6
Recovery:
8
Advantage:
+4
6P - - - 5D, 2D Sp
6K
GGXRD Slayer 6K.png
Guard:
High / Air
Startup:
20
Recovery:
4+4 After Landing[Total 32]
Advantage:
+1
- - - - - -
c.S
GGXRD Slayer c.S.png
Guard:
Mid
Startup:
5
Recovery:
14
Advantage:
-4
6P 6K f.S 6H 5D, 2D Jump, Sp
f.S
GGXRD Slayer f.S.png
Guard:
Mid
Startup:
13
Recovery:
6
Advantage:
+6
- - - 6H[+] 5D Jump, Sp
2S
GGXRD Slayer 2S.png
Guard:
Mid
Startup:
10
Recovery:
12
Advantage:
-7
6P - - 2H 5D, 2D Jump, Sp
5H
GGXRD Slayer 5H.png
Guard:
Mid
Startup:
13
Recovery:
18
Advantage:
-4
- - - 2H 5D, 2D Jump, Sp
2H
GGXRD Slayer 2H.png
Guard:
Low
Startup:
13
Recovery:
25
Advantage:
-10
- - - - - -
6H
GGXRD Slayer 6H.png
Guard:
Mid
Startup:
17
Recovery:
15
Advantage:
-2
- - - - - Sp
5D
GGXRD Slayer 5D.png
Guard:
High
Startup:
24
Recovery:
20
Advantage:
-9
- - - - - Homing Jump, Homing Dash
2D
GGXRD Slayer 2D.png
Guard:
Low
Startup:
9
Recovery:
9
Advantage:
-11
- - - - - -


Air Gatlings
P K S H D Cancel
j.P
GGXRD Slayer j.P.png
Guard:
High / Air
Startup:
5
Recovery:
9
Advantage:
j.P[+] j.K[+], j.2K j.S j.H j.D Sp
j.K
GGXRD Slayer j.K.png
Guard:
High / Air
Startup:
6
Recovery:
16
Advantage:
j.P j.2K j.S - j.D Jump, Sp
j.S
GGXRD Slayer j.S.png
Guard:
High / Air
Startup:
4[8]
Recovery:
34
Advantage:
- j.K, j.2K - j.H - Jump, Sp
j.H
GGXRD Slayer j.H.png
Guard:
High / Air
Startup:
13
Recovery:
18
Advantage:
- j.2K - - j.D Sp
j.D
GGXRD Slayer j.D.png
Guard:
High / Air
Startup:
7
Recovery:
32 + 5 Landing Recovery
Advantage:
- j.2K - - - Jump, Sp
j.2K
GGXRD Slayer j.2K.png
Guard:
All
Startup:
13
Recovery:
18
Advantage:
- - - - - 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.