Template:FullFrameDataHeader-GGXRD-R2

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! 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