GGXRD-R2/Venom/Frame Data

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System Data

Defense:x1.03
Guts:1
Weight:[100] Medium
Stun Resistance:60
Prejump:4F
Backdash:13F (1~7F invuln)
Wakeup Time:21F (Face Up) / 26F (Face Down)
Unique Movements:Teleport


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

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

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
Giga Machina System
During ID Mode: 236236H
DESTROY All 9+17
[5+14]
4 33 -20 9~45 Full
[5~38 Full]
-6/+3 - - - - 0 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

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

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

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