GGXRD-R2/Bedman/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
Line 13: Line 13:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=5P|subtitle=}}
{{AttackVersion|name=5P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
|-
|-
{{AttackVersion|name=5K|subtitle=}}
{{AttackVersion|name=5K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5K Full}}
{{#lst:{{BASEPAGENAME}}/Data|5K}}
{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
|-
|-
{{AttackVersion|name=c.S|subtitle=}}
{{AttackVersion|name=c.S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|c.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.S}}
{{#lst:{{BASEPAGENAME}}/Data|c.S Extra}}
|-
|-
{{AttackVersion|name=f.S|subtitle=}}
{{AttackVersion|name=f.S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.S}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Extra}}
|-
|-
{{AttackVersion|name=5H|subtitle=|rowspan=2}}
{{AttackVersion|name=5H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{Description|14|text=*2nd hit pulls in opponent
{{Description|14|text=*2nd hit pulls in opponent
Line 34: Line 39:
|-
|-
{{AttackVersion|name=2P|subtitle=}}
{{AttackVersion|name=2P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2P Full}}
{{#lst:{{BASEPAGENAME}}/Data|2P}}
{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
|-
|-
{{AttackVersion|name=2K|subtitle=}}
{{AttackVersion|name=2K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2K Full}}
{{#lst:{{BASEPAGENAME}}/Data|2K}}
{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
|-
|-
{{AttackVersion|name=2S|subtitle=}}
{{AttackVersion|name=2S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
|-
{{AttackVersion|name=1H|subtitle=|rowspan=2}}
{{AttackVersion|name=1H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|1H Full}}
{{#lst:{{BASEPAGENAME}}/Data|1H}}
{{#lst:{{BASEPAGENAME}}/Data|1H Extra}}
|-
|-
{{Description|14|text=*Pulls in opponent on hit
{{Description|14|text=*Pulls in opponent on hit
Line 49: Line 58:
|-
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{Description|14|text=*Pulls in opponent on hit
{{Description|14|text=*Pulls in opponent on hit
Line 55: Line 65:
|-
|-
{{AttackVersion|name=3H|subtitle=|rowspan=2}}
{{AttackVersion|name=3H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3H Full}}
{{#lst:{{BASEPAGENAME}}/Data|3H}}
{{#lst:{{BASEPAGENAME}}/Data|3H Extra}}
|-
|-
{{Description|14|text=*Pulls in opponent on hit
{{Description|14|text=*Pulls in opponent on hit
Line 61: Line 72:
|-
|-
{{AttackVersion|name=j.P|subtitle=}}
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.P}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Extra}}
|-
|-
{{AttackVersion|name=j.K|subtitle=}}
{{AttackVersion|name=j.K|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.K}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
|-
|-
{{AttackVersion|name=j.S|subtitle=}}
{{AttackVersion|name=j.S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
|-
{{AttackVersion|name=j.H|subtitle=}}
{{AttackVersion|name=j.H|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
|-
{{Description|14|text=*Recovery becomes 12F on hit or block
{{Description|14|text=*Recovery becomes 12F on hit or block
Line 79: Line 95:
|-
|-
{{AttackVersion|name=6P|subtitle=}}
{{AttackVersion|name=6P|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
|-
|-
{{AttackVersion|name=6H|subtitle=}}
{{AttackVersion|name=6H|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6H Full}}
{{#lst:{{BASEPAGENAME}}/Data|6H}}
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}
|-
|-
{{AttackVersion|name=6HH|subtitle=}}
{{AttackVersion|name=6HH|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6HH Full}}
{{#lst:{{BASEPAGENAME}}/Data|6HH}}
{{#lst:{{BASEPAGENAME}}/Data|6HH Extra}}
|-
|-
{{AttackVersion|name=2D|subtitle=}}
{{AttackVersion|name=2D|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
|-
{{AttackVersion|name=5D|subtitle=}}
{{AttackVersion|name=5D|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
|-
|}
|}
Line 98: Line 119:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Full}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
|-
|-
{{Description|14|text=*Frame Advantage listed is on successful throw
{{Description|14|text=*Frame Advantage listed is on successful throw
Line 108: Line 130:
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Full}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
|-
|-
{{Description|14|text=*Frame Advantage listed is on successful throw
{{Description|14|text=*Frame Advantage listed is on successful throw
Line 115: Line 138:
|-
|-
{{AttackVersion|name=Dead Angle Attack|subtitle=}}
{{AttackVersion|name=Dead Angle Attack|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|DAA}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
|-
|-
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Full}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Extra}}
|-
|-
{{Description|14|text={{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
Line 127: Line 152:
  }}
  }}
{{AttackVersion|name=Blitz Attack |subtitle=Max Charge|rowspan=2}}
{{AttackVersion|name=Blitz Attack |subtitle=Max Charge|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge Full}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge}}
{{#lst:{{BASEPAGENAME}}/Data|Blitz Attack Max Charge Extra}}
|-
|-
{{Description|14|text={{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
Line 141: Line 167:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Special Movement 1(Crouch Walk) |subtitle=1 or 3|rowspan=2}}
{{AttackVersion|name=Special Movement 1(Crouch Walk) |subtitle=1 or 3|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Crawl Full}}
{{#lst:{{BASEPAGENAME}}/Data|Crawl}}
{{#lst:{{BASEPAGENAME}}/Data|Crawl Extra}}
|-
|-
{{Description|14|text=*Tension gain only on down forward direction
{{Description|14|text=*Tension gain only on down forward direction
Line 150: Line 177:
|-
|-
{{AttackVersion|name=Special Movement 2(Air Hang) |subtitle=Double Jump|rowspan=2}}
{{AttackVersion|name=Special Movement 2(Air Hang) |subtitle=Double Jump|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Double Jump Full}}
{{#lst:{{BASEPAGENAME}}/Data|Double Jump}}
{{#lst:{{BASEPAGENAME}}/Data|Double Jump Extra}}
|-
|-
{{Description|14|text=*Can cancel into Air Movement from 11F onwards
{{Description|14|text=*Can cancel into Air Movement from 11F onwards
Line 156: Line 184:
|-
|-
{{AttackVersion|name=→Air Movement |subtitle=Air Hang > direction|rowspan=2}}
{{AttackVersion|name=→Air Movement |subtitle=Air Hang > direction|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Air Dash Full}}
{{#lst:{{BASEPAGENAME}}/Data|Air Dash}}
{{#lst:{{BASEPAGENAME}}/Data|Air Dash Extra}}
|-
|-
{{Description|14|text=*Can cancel into Attacks from 2F onwards
{{Description|14|text=*Can cancel into Attacks from 2F onwards
Line 162: Line 191:
|-
|-
{{AttackVersion|name=Dash|subtitle=66|rowspan=2}}
{{AttackVersion|name=Dash|subtitle=66|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Dash Full}}
{{#lst:{{BASEPAGENAME}}/Data|Dash}}
{{#lst:{{BASEPAGENAME}}/Data|Dash Extra}}
|-
|-
{{Description|14|text=*On successful guard point, 15F recovery
{{Description|14|text=*On successful guard point, 15F recovery
Line 170: Line 200:
|-
|-
{{AttackVersion|name=Task A |subtitle=236P}}
{{AttackVersion|name=Task A |subtitle=236P}}
{{#lst:{{BASEPAGENAME}}/Data|236P Full}}
{{#lst:{{BASEPAGENAME}}/Data|236P}}
{{#lst:{{BASEPAGENAME}}/Data|236P Extra}}
|-
|-
{{AttackVersion|name=Aerial Task A |subtitle=j.236P}}
{{AttackVersion|name=Aerial Task A |subtitle=j.236P}}
{{#lst:{{BASEPAGENAME}}/Data|j.236P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236P}}
{{#lst:{{BASEPAGENAME}}/Data|j.236P Extra}}
|-
|-
{{AttackVersion|name=Deja Vu (Task A) |subtitle=214P|rowspan=2}}
{{AttackVersion|name=Deja Vu (Task A) |subtitle=214P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214P Full}}
{{#lst:{{BASEPAGENAME}}/Data|214P}}
{{#lst:{{BASEPAGENAME}}/Data|214P Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 182: Line 215:
|-
|-
{{AttackVersion|name=Deja Vu (Aerial Task A)|subtitle=j.214P|rowspan=2}}
{{AttackVersion|name=Deja Vu (Aerial Task A)|subtitle=j.214P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214P Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214P}}
{{#lst:{{BASEPAGENAME}}/Data|j.214P Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 188: Line 222:
|-
|-
{{AttackVersion|name=Task A’|subtitle=236K}}
{{AttackVersion|name=Task A’|subtitle=236K}}
{{#lst:{{BASEPAGENAME}}/Data|236K Full}}
{{#lst:{{BASEPAGENAME}}/Data|236K}}
{{#lst:{{BASEPAGENAME}}/Data|236K Extra}}
|-
|-
{{AttackVersion|name=Aerial Task A’ |subtitle=j.236K}}
{{AttackVersion|name=Aerial Task A’ |subtitle=j.236K}}
{{#lst:{{BASEPAGENAME}}/Data|j.236K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236K}}
{{#lst:{{BASEPAGENAME}}/Data|j.236K Extra}}
|-
|-
{{AttackVersion|name=Deja Vu (Task A’) |subtitle=214K|rowspan=2}}
{{AttackVersion|name=Deja Vu (Task A’) |subtitle=214K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214K Full}}
{{#lst:{{BASEPAGENAME}}/Data|214K}}
{{#lst:{{BASEPAGENAME}}/Data|214K Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 200: Line 237:
|-
|-
{{AttackVersion|name=Deja Vu (Aerial Task A’) |subtitle=j.214K|rowspan=2}}
{{AttackVersion|name=Deja Vu (Aerial Task A’) |subtitle=j.214K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214K Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214K}}
{{#lst:{{BASEPAGENAME}}/Data|j.214K Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 206: Line 244:
|-
|-
{{AttackVersion|name=Task B |subtitle=236S}}
{{AttackVersion|name=Task B |subtitle=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=Aerial Task B |subtitle=j.236S}}
{{AttackVersion|name=Aerial Task B |subtitle=j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
|-
|-
{{AttackVersion|name=Deja Vu (Task B) |subtitle=214S|rowspan=2}}
{{AttackVersion|name=Deja Vu (Task B) |subtitle=214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 218: Line 259:
|-
|-
{{AttackVersion|name=Deja Vu (Aerial Task B) |subtitle=j.214S|rowspan=2}}
{{AttackVersion|name=Deja Vu (Aerial Task B) |subtitle=j.214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214S}}
{{#lst:{{BASEPAGENAME}}/Data|j.214S Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 224: Line 266:
|-
|-
{{AttackVersion|name=Task C |subtitle=236H}}
{{AttackVersion|name=Task C |subtitle=236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
{{AttackVersion|name=Aerial Task C |rowspan=2|subtitle=j.236H}}
{{AttackVersion|name=Aerial Task C |rowspan=2|subtitle=j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
{{Description|14|text=*Values in [] are when Task C is done from high altitude
{{Description|14|text=*Values in [] are when Task C is done from high altitude
Line 233: Line 277:
|-
|-
{{AttackVersion|name=Deja Vu (Task C) |subtitle=214H}}
{{AttackVersion|name=Deja Vu (Task C) |subtitle=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=Deja Vu (Aerial Task C) |rowspan=2 |subtitle=j.214H}}
{{AttackVersion|name=Deja Vu (Aerial Task C) |rowspan=2 |subtitle=j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{Description|14|text=*Values in [] are when Deja Vu (Task C) is done from high altitude
{{Description|14|text=*Values in [] are when Deja Vu (Task C) is done from high altitude
Line 242: Line 288:
|-
|-
{{AttackVersion|name=Icon Properties|subtitle=}}
{{AttackVersion|name=Icon Properties|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|Icon Properties Full}}
{{#lst:{{BASEPAGENAME}}/Data|Icon Properties}}
{{#lst:{{BASEPAGENAME}}/Data|Icon Properties Extra}}
|-
|-
{{AttackVersion|name=Deja Vu |subtitle=|rowspan=2}}
{{AttackVersion|name=Deja Vu |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Deja Vu  Full}}
{{#lst:{{BASEPAGENAME}}/Data|Deja Vu }}
{{#lst:{{BASEPAGENAME}}/Data|Deja Vu  Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 251: Line 299:
|-
|-
{{AttackVersion|name=Air Deja Vu |subtitle=|rowspan=2}}
{{AttackVersion|name=Air Deja Vu |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Air Deja Vu  Full}}
{{#lst:{{BASEPAGENAME}}/Data|Air Deja Vu }}
{{#lst:{{BASEPAGENAME}}/Data|Air Deja Vu  Extra}}
|-
|-
{{Description|14|text=*Deja Vu starts at 6F
{{Description|14|text=*Deja Vu starts at 6F
Line 261: Line 310:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Sinusoidal Helios |subtitle=632146H<br/>[632146D]|rowspan=2}}
{{AttackVersion|name=Sinusoidal Helios |subtitle=632146H<br/>[632146D]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146H Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146H}}
{{#lst:{{BASEPAGENAME}}/Data|632146H Extra}}
|-
|-
{{Description|14|text=Values in [ ] are for Burst version
{{Description|14|text=Values in [ ] are for Burst version
Line 270: Line 320:
|-
|-
{{AttackVersion|name=Hemi Jack |subtitle=632146S|rowspan=2}}
{{AttackVersion|name=Hemi Jack |subtitle=632146S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146S Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146S}}
{{#lst:{{BASEPAGENAME}}/Data|632146S Extra}}
|-
|-
{{Description|14|text=*Stun: 800
{{Description|14|text=*Stun: 800
Line 282: Line 333:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
  {{FrameDataHeader-GGXRD-R2}}
  {{FullFrameDataHeader-GGXRD-R2}}
|-
|-
{{AttackVersion|name=Theater Of Pain |subtitle=During IK Mode: 236236H|rowspan=2}}
{{AttackVersion|name=Theater Of Pain |subtitle=During IK Mode: 236236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|IK Full}}
{{#lst:{{BASEPAGENAME}}/Data|IK}}
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
|-
|-
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension

Revision as of 23:11, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    

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


  • 2nd hit pulls in opponent
2P


2K


2S


1H


  • Pulls in opponent on hit
2H


  • Pulls in opponent on hit
3H


  • Pulls in opponent on hit
j.P


j.K


j.S


j.H


j.D


  • Recovery becomes 12F on hit or block
6P


6H


6HH


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


  • Frame Advantage listed is on successful throw
  • Stun: 5x10
Air Throw


  • Frame Advantage listed is on successful throw
  • Stun: 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
Special Movement 1(Crouch Walk)
1 or 3


  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump


  • Can cancel into Air Movement from 11F onwards
→Air Movement
Air Hang > direction


  • Can cancel into Attacks from 2F onwards
Dash
66


  • On successful guard point, 15F recovery
  • Guard point recovery in invulnerable
  • Can cancel into jump 1-12F
Task A
236P


Aerial Task A
j.236P


Deja Vu (Task A)
214P


  • Deja Vu starts at 6F
Deja Vu (Aerial Task A)
j.214P


  • Deja Vu starts at 6F
Task A’
236K


Aerial Task A’
j.236K


Deja Vu (Task A’)
214K


  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K


  • Deja Vu starts at 6F
Task B
236S


Aerial Task B
j.236S


Deja Vu (Task B)
214S


  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S


  • Deja Vu starts at 6F
Task C
236H


Aerial Task C
j.236H


  • Values in [] are when Task C is done from high altitude
Deja Vu (Task C)
214H


Deja Vu (Aerial Task C)
j.214H


  • Values in [] are when Deja Vu (Task C) is done from high altitude
Icon Properties


Deja Vu


  • Deja Vu starts at 6F
Air Deja Vu


  • Deja Vu starts at 6F

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
Sinusoidal Helios
632146H
[632146D]


Values in [ ] are for Burst version

Hemi Jack
632146S


  • Stun: 800
  • Sheep disappears after getting hit 3 times


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
Theater Of Pain
During IK Mode: 236236H


  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

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
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S 2H, 6H - Sp
5K - - c.S, f.S, 2S 5H, 1H/2H/3H, 6H 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 1H/2H/3H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 1H/2H/3H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, - Jump, Sp
2S - - - 5H, 1H/2H/3H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump (2nd hit), Sp
1H/2H/3H - - - - - Jump, Sp
6H - - - - - Sp
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 Jump, Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - -
  • 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/Bedman/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.

Template:Navbar-GGXRD-R2