GGXRD-R2/Slayer/Frame Data

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< GGXRD-R2‎ | Slayer
Revision as of 23:38, 20 December 2019 by Daymendou (talk | contribs) (→‎Special Moves: Clarified timing of earliest Dandy Step followups)

System Data


Normal Moves

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
5P
  • From frame 12 (2nd recovery frame), can whiff cancel into 5P, 2P, 5K, 2K, and 6P
5K
c.S
f.S
  • From frame 16 (2nd recovery frame), can whiff cancel into 6H
5H
  • Staggers opponent on hit. Duration: 19F to 39F. Frame Adv: -3F to +17F
2P
2K
2S
2H
  • Stun value: 13
  • Hitstop: 0
  • Untechable time on normal hit: 34F (Slayer is +8)
j.P
j.K
j.S
  • [ ] indicates forward attack portion
  • Hitstop: 6F
j.H
j.D
  • Staggers opponent on ground counterhit. Duration: 14F to 29F. Frame Adv: +13 to +28 at best
6P
  • Untechable time on normal hit: 38F (Slayer is +19 minimum)
6K
  • [ ] Values are when doing 6K Feint
  • 6F onwards airborne
6H
  • Staggers opponent on counterhit. Duration: 22F to 46F. Frame Adv: +14 to +38 (including CH hitstop)
j.2K
  • Untechable time: 27F on normal hit, 54F on counterhit (Slayer is +7/+34)
2D
5D

Universal Mechanics

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Ground Throw
  • Stun value: 34
Air Throw
  • Stun value: 30
Dead Angle Attack
Blitz Attack
  • 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
  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mappa Hunch (P)
236P
Mappa Hunch (K)
236K
Bloodsucking Universe
63214H
  • 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
  • Can cancel into followups after frame 15 (so fastest followups start on frame 16)
Dandy Step (K)
214K
  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)
→Pilebunker (P Dandy Step)
Dandy Step (P) > P
  • Stun value: 50
→Pilebunker (K Dandy Step)
Dandy Step (K) > P
  • Stun value: 60
  • CH Hitstop: 33F
  • On counterhit, makes opponent tumble for 90F after touching the ground
→Crosswise Heel
Dandy Step > K
  • Untechable time: 42F from P Dandy Step, 44F from K Dandy Step
→Under Pressure
Dandy Step > S
  • Staggers opponent on counterhit. Duration: 18F to 38F. Frame Adv: 9F to 29F
  • From frame 8 (2nd recovery frame), can cancel to It's Late
→→It's Late
Under Pressure > H
→Helter Skelter
Dandy Step > H
  • 3F onwards airborne
  • Recovers in the air
Footloose Journey
j.214K
Undertow
632146P

Overdrives

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Dead On Time
632146S
[632146D]
  • Stun value: 70
  • Values in [ ] are for Burst version
Eternal Wings
236236H
Straight-Down Dandy
j.214214S
  • [ ] Values are for the second hit (the orb above Slayer's head)

Instant Kill

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
All Dead
  • [ ] 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 Special 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

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.

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