GGXRD-R2/Venom/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    

System Data[edit]

Defense

x1.03

Guts

1

Weight

[100] Medium

Stun Resistance

60

Prejump

4f

backdash

13f (1~>7f invuln)

Wakeup

21f (Face Up) / 26f (Face Down)

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 6[26] 144 -8/+3 Initial: 85% 0 Mid CSJ YRP 6 3 9 -2 - Click!
5K 12[32] 144 -8/+3 Initial: 90% 0 Mid SJ YRP 7 3 15 -8 - Click!
c.S 16×3[32] 384 -8/+20 - 4 Mid SJ YRP 5 2,2,7 20 -8 - Click!
f.S 24[38] 264 -7/+10 - 2 Mid S YRP 9 2 18 -6 - Click!
5H 42[42] 384 -6/+20 - 4 Mid S YRP 10 7 15 -3 - Click!
2P 6[26] 144 -8/+3 Initial: 80% 0 Mid CS YRP 7 4 10 -4 - Click!
2K 8[30] 144 -8/+3 Initial: 70% 0 Low S YRP 5 3 9 -2 - Click!
2S 22[34] 264 -7/+10 - 2 Mid S YRP 6 2 19 -7 - Click!
2H 20×2[42] 384 - - 3 Low, Mid S YRP 10 3,5 20 -8 - Click!
j.P 10[28] 144 -8/+3 - 0 High / Air CSJ YRP 7 6 9 - - Click!
j.K 12[32] 264 -7/+10 - 2 High / Air S YRP 9 12 12 - - Click!
j.S 22[37] 264 -7/+10 - 2 High / Air SJ YRP 7 5 21 - - Click!
j.H 32[46] 264 -7/+10 - 2 High / Air S YRP 10 8 18 - - Click!
j.D 36[48] 384 -6/+14 - 3 High / Air S YRP 12 6 22 + 5 Landing Recovery - - Click!
6P 28[36] 264 -7/+10 - 2 Mid SJ YRP 7 7 16 -9 1~3 Upper Body
4~6 Above Knees
7~10 Upper Body
Click!
6H 52[48] 384 -6/+20 - 4 Mid S YRP 15 8 21 -10 - Click!
2D 20×2 264 -7/+10 - 2 Low S YRP 6 2(15)8 14 -8 6~7 Upper Body
8~18 Above Knees
19~29 Low Profile
30~32 Above Knees
Click!
5D 25[50] 264 -20/+10 Initial: 80% 2 High - YRP 25 3(2)3 15 -9 - Click!
  • Maximum 1 Hit

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 0,6×7 0,480,0 -6,-0/NA Forced: 50% 0 Ground Throw: 75250 - R 1 - - - - Click!
  • Stun value: 3*7
Air Throw 0,6×7 0,480,0 -6,-0/NA Forced: 50% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 3*7
Dead Angle Attack 20 -5000 / 264 -7/+10 Initial: 50% 2 All - - 13 3 24 -13 1~15 Full
16~35 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz 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 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz 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
Ball Formation
214P/K/S/H
- 75 / ― - - - - - Y - - Total 26(Ground)
Total 35(Air)
- - Click!
  • Teleport (Followup) possible at 25F
→Teleport (Followup)
Hold button after Ball Formation
- - - - - - - Y - - Total 20 - 7~10 Strike
11~14 Full
Click!
  • Teleport finishes at 15F
Teleport
623K
- - - - - - - Y - - Total 20 - 7~10 Strike
11~14 Full
Click!
  • Teleport finishes at 15F
S Stinger Aim
[4]6S (Charge Lv 0/1/2/3)
30 250 / 120 -7/+10 - 2 All - YRP 15~26 - Total 43~54 -2 - Click!
22×2 250 / 120 -6*2/+10, +2 - 2 All - YRP 27~47 - Total 55~75 +6 - Click!
22×3 250 / 120 -6*3/+10, +2*2 - 2 All - YRP 48~74 - Total 76~102 +15 - Click!
22×6 250 / 120 -6/+10, +2*5 - 2 All - YRP 75~95 - Total 103~123 +37 - Click!
  • 40f charge time
H Stinger Aim
[4]6H (Charge Lv 0/1/2/3)
42 250 / 120 -7/+10 - 2 All - YRP 9~20 - Total 44~55 -9 - Click!
25×2 250 / 120 -6/+10, +2 - 2 All - YRP 21~41 - Total 56~76 -1 - Click!
25×3 250 / 120 -6/+10, +2*2 - 2 All - YRP 42~68 - Total 77~103 +8 - Click!
25×6 250 / 120 -6/+10, +2*5 - 2 All - YRP 69~89 - Total 104~124 +30 - Click!
  • 40f charge time
S Carcass Raid
[2]8S
36 200 / 120 -7/+10 - 2 All - YRP 16 - Total 32 +10 - Click!
  • 40f charge time
H Carcass Raid
[2]8H
50 200 / 120 -7/+10 - 2 All - YRP 13 - Total 48 -9 - Click!
  • 40f charge time
Ball Hit 26~50 120 -7/+2 - 2 All - YRP 1 - - - - Click!
  • Damage depends on what hit the ball. See Ball Velocity Table for details.
S Double Head Morbid
623S
15×4[42] 130 / 216 -7/+10 - 2 Mid - YRP 9 4×4 18 -8 - Click!
H Double Head Morbid
623H
18×4[48] 200 / 264 -7/+10 - 2 Mid - YRP 15~34 24 18 -16 - Click!
  • Maximum 4 Hit
QV
41236P/K/S/H
25 200 / 120 -8/+2 - 0 [1, 2, 3] Mid - YRP 20~83 8 Total 38~101 -4 [-1, +1, +5] - Click!
  • Charge times: Lvl1: 33F, Lvl2: 45F, Lvl3: 83F
  • [Lvl1,Lvl2,Lvl3] indicates Charge Level
S Mad Struggle
j.236S
12×4[37] 150 / 240 -7/+10 - 2 High / Air - YRP 18 Until Landing 6 After Landing +7 - Click!
H Mad Struggle
j.236H
15×7, 25×3[37] 150 / 240×4,720×3 -7/+10 - 2 High / Air×4,Mid×3 - YRP 16 Until Landing (5)2,6,2 18 -6 After Landing 1~7 Strike 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
Dark Angel
2363214S
[2363214D]
10×34
[12*34]
-5000/0 -2/+3 - 4 All - Y 7+18 - Total 43 +102 7 Full
8~15 Strike
[1-26 All]
Click!
  • Stun value: 0
  • Values in [ ] are for Burst version
  • Chip damage is 2*34
Red Hail
j.236236H
30×8 -5000/0 -7/+2 - 0 All - YRP 7+0 - 9 After Landing - 7 Strike Click!
  • Shoots every 8F
Bishop Runout
2363214H
- -5000/0 - - - - - Y 10+0 - 3 - 10 Strike Click!
  • Default duration 240F. Hellfire duration 288F.

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
Giga Machina System
During ID Mode: 236236H
DESTROY - -6/+3 - 0 All - - 9+17
[5+14]
4 33 -20 9~45 Full
[5~38 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 52F [5F+5F]

Ball Velocity Damage Tables[edit]

Normals
5P 2P 6P j.P
23 23 36 28
5K 2K j.K
32 30 32
c.S f.S 2S j.S
32 38 34 37
5H 2H 6H j.H
42 42 50 46
5D 2D j.D
50 32 48
Specials and Overdrives
Stinger Aim (S) Stinger Aim (H)
30 42
Carcass Raid (S) Carcass Raid (H)
35 50
Double Head Morbid (S) Double Head Morbid (H)
37 40
Mad Struggle (S) Mad Struggle (H)
37 Dive: 37 Kick: 40
Red Hail
48


Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
2P 5P, 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Su
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
5K 6P - c.S, f.S, 2S 2H, 5H, 6H 5D, 2D Jump, Sp, Su
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp, Su
c.S 6P - f.S, 2S 5H 5D, 2D Jump, Sp, Su
f.S - - 2S 5H, 2H 5D, 2D Sp, Su
2S - - - 5H, 2H 5D, 2D Sp, Su
5H - - - - - Sp, Su
2H - - - - 5D, 2D Sp, Su
6H - - - - - Sp, Su
5D - - - - Homing Jump/Dash
2D - - - - - Sp, Su
Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S j.H j.D Jump, Sp, Su
j.K j.P - j.S - j.D Sp, Su
j.S j.P - - j.H j.D Jump, Sp, Su
j.H - - - - j.D Sp, Su
j.D - - - - - Sp, Su
  • 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[edit]


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