GGXRD-R2/Zato-1/Frame Data

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< GGXRD-R2‎ | Zato-1
Revision as of 06:40, 27 March 2021 by Shtkn (talk | contribs)

System Data


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


5K


c.S


f.S


5H


2P


2K


2S


2H


j.P


j.K


j.S


j.H


j.D


6P


  • Stun value: 44x2
6K


  • Staggers opponent on hit. Max duration 39F, Frame Adv: +1 to +21
6H


2D


5D


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


  • Stun value: 25
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

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
Eddie Summon
236P/K/S/H


  • 10~summon can perform actions,Summon Gauge maximum 6000,-10 every 1F
Eddie Recall
Eddie summoned > 236P/K/S/H


  • Eddie is recalled on frame 7
Shadow Puddle Eddie Summon
214H


  • Summon Gauge:-720
Small Attack
Eddie > ]P[


  • Summon Gauge:-720
  • [ ] Values for Eddie not summoned > 236P
Traversing Attack
Eddie > ]K[


  • Summon Gauge:-1800
  • [ ] Values for Eddie not summoned > 236K
Anti Air Attack
Eddie > ]S[


  • Summon Gauge:-1200
  • [ ] Values for Eddie not summoned > 236S
Shadow Puddle
Eddie > ]H[


  • Summon Gauge:-720
Drill Special
Eddie > ]D[


  • Summon Gauge:-6000
  • [ ] Values for Eddie not summoned > 236D
Deadman's Hand
Eddie > 214D


  • Summon Gauge:-2100
  • When Summon Gauge is above 50%, damage is 0, 65
Invite Hell (S)
22S


Invite Hell (H)
22H


Break the Law
214K


  • After releasing button 1~3 Full,4~8 Strike
  • Reappearing animation depends on how long Zato spends underground.
  • 16-??F Underground: 16F recovery, ??-??F Underground: 24F recovery, ??-120F Underground: 36F recovery
Damned Fang
623S


  • Stun value: 46
Drunkard Shade
214S


Shadow Gallery
j.41236S


  • Startup changes based on height off ground

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
Amorphous
632146H


  • Values in [ ] are for Burst version
Executor
j.236236S


Great White
632146S


  • Summon Gauge:-3000
  • Eddie appears summoned after Great White ends if Summon Gauge is not empty

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
Guzmania Magnifica
During IK Mode: 236236H


  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 68F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D Jump, Sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D Sp
6P - - c.S, f.S, 2S 5H, 2H 5D Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - - f.S, 2S 2H, 6H 5D Sp
6K - - - - - -
c.S 6P 5K f.S, 2S 5H, 2H 5D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D Sp
6H - - - - 2D -
5D - - - - - homing jump, homing dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S j.H j.D Sp
j.K j.P - j.S j.H - Jump, Sp
j.S - - - j.H - Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - 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)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGXRD-R2/Zato-1/Data.

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