GGXRD-R2/Elphelt Valentine/Frame Data

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 Elphelt Valentine


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Elphelt Valentine x1.03 0 3F [105] Light 13F (1~9F invuln) 32 27F 27F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 9 -8/+3 Mid 0 CSJ 144 5 3 5 +2
5K 14 -8/+3 Initial: 90% Low 0 SJ 144 7 4 5 +1
c.S 24 -6/+14 Mid 3 SJ 384 5 5 18 -6
f.S 28 -6/+14 Mid 3 SJ 384 9 5 16 -4
5H (1) 20 -6/+14 Mid 3 S 384 11 1 28 -12
5H (2-4) 18 -6/+6 Mid 3 384 9 1 26 -10
5H (5) 18 -6/+6 Mid 3 S 384 9 1 33 -17
5D 22 10 20 Initial: 80% High 2 264 24 6 16 -8 26, 33-35 Foot
27-23 Lower Body
6P 24 10 7 Initial: 75% High 2 S 264 23 4 22 -12 1-7F Upper Body
8-24F Above Knees
6H 50 20 6 Initial: 80% Mid 4 S 384 15 10 30 -21 18-24 Foot
2P 8 -8/+3 Initial: 80% Mid 0 CS 144 4 2 7 +1
2K 12 -8/+3 Initial: 70% Low 0 S 144 5 5 6 -1
2S 26 -7/+10 Initial: 90% Mid 2 S 264 8 6 18 -10 17-28 Above Knees
2H 22×2 -6/+20 Initial: 90% Mid 3 S 384 18 3 (3) 3 18 -4 5-17 Above Knees
2D 36 10 7 Low 2 SJ 264 8 6 18 -10 1-5 Above Knees
j.P 10 -8/+3 High / Air 0 CSJ 144 6 6 9
j.K 18 -7/+6 High / Air 1 S 264 8 6 15
j.S 28 -7/+10 High / Air 2 SJ 264 7 5 16
j.H 34 -7/+10 High / Air 2 S 264 10 6 18
j.D 38 10 7 High / Air 2 S 264 11 3 29 + 5 after landing

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6, 0 Forced: 65% Throw: 75250 4 0,480 1 +49
Air Throw Air Throw 0,60 NA 6, 0 Forced: 65% Air Throw: 192500 4 0,480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 9 4 18 -8 1-12 All
13-24 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack (Max Charge) 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236P Berry Pine 150 19
Berry Pine 4P High Toss 0 2 8 [6] All 0 [3] 120×2 10 Total: 33 -3 [+7]
Berry Pine 2P Low Toss 0 2 8 [6] All 0 [3] 120×2 10 Total: 33 -3 [+7]
Berry Pine j.4P Air High Toss All 0 [3] 120×2 13 Total: 36
Berry Pine Explosion Berry Pine Explosion (Throw) 40 10 7 All 2 120 1 11
Shoot Berry Pine Berry Pine Explosion (Shoot) 50 10 7 All 2 120 1 11
Berry Pine Self-Explosion Berry Pine Explosion (Self) Self 10 NA 7 Initial: 80% All 2 120 1 1
214K Bridal Express 45 14 6 Initial: 90% All 3 200/720 14 12 12 -7 7-29 Foot
j.214K Air Bridal Express 40 10 7 Initial: 90% All 2 200/720 26 Until Landing 7 after landing +6
236K Roll > Miss Travalier Total 28 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
236S Miss Confire 150/-
Confire P/K/S/H Fire 35 2 6 Mid 3 200/120 3 3 Total 47 -14
Confire P/K/S/H (Charged) Fire (Powered Up) 45 NA 6 Initial: 65% Unblockable 4 200/120 3 3 Total 47
Confire Fire > 46S Reload 50 [100] 39 [27]
Confire D Cancel 27
236H Miss Travailler 50 14
Travailler H Fire Close: 30
Far: 20
2 7 Close: Initial: 90%
Far: None
All 2 100/120 3 1 Total 31 -2
Travailler H (Charged) Fire (Powered Up) Close: 55
Far: 35
Close: 2
Far: 2
Close: 9
Far: 6
All 4 100/120 1 1 Total 29 +5
Travailler Fire > 46H Reload 100 17 -1 [+6]
Travailler P Thrust 18 3 8 Mid 0 CS 240 3 3 6 +1
Travailler K Roll 24 1-10 All
Travailler S Launch 30 10 7 Initial: 80% Mid 2 S 720 11 7 7 +0 7-10 Upper Body
Travailler D Demolish 0, 47, 16 NA 6, 0×2 Forced: 60% Throw 120000 S 0, 720×2 15 3 35 +57 [+46] 1-17 Throw
Travailler 236H Cancel 17 -8 [-4]

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236K Judge Better Half 20, 140 [20×6] 20 [20,3×5] 6 [6, 8×5] Mid, All*5 4 [4,0×5] -5000 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
236236D Judge Better Half (Burst) 25, 175 [22×6] -6[-6,-8]/+20[+20,+3×5] Mid, All*5 4 [4,0×5] -5000 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
632146H Genoverse 55, 17×5 10 7 All 2 -5000 9+3 Until Hit(3)15 Total:39 +27

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Magnum Wedding K.O. 14 6 All 3 9+13
[5+9]
4 21 -8 9-36 All
[5-28 All]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Elphelt 5P.pngGuardMidStartup5Recovery5Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD-R Elphelt 2P.pngGuardMidStartup4Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 2H 5D, 2D Special, Super
6PGGXRD-R Elphelt 6P.pngGuardHighStartup23Recovery22Advantage-12 - - - - - Special, Super
5KGGXRD-R Elphelt 5K.pngGuardLowStartup7Recovery5Advantage+1 - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2KGGXRD-R Elphelt 2K.pngGuardLowStartup5Recovery6Advantage-1 6P 5K c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGXRD-R Elphelt c.S.pngGuardMidStartup5Recovery18Advantage-6 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD-R Elphelt f.S.pngGuardMidStartup9Recovery16Advantage-4 - - 2S 5H, 2H 2D Jump, Special, Super
2SGGXRD-R Elphelt 2S.pngGuardMidStartup8Recovery18Advantage-10 - - - 5H, 2H 5D, 2D Special, Super
5H - - - 5H(2-5) - Special, Super
2HGGXRD-R Elphelt 2H.pngGuardMidStartup18Recovery18Advantage-4 - - - - 5D, 2D Special, Super
6HGGXRD-R Elphelt 6H.pngGuardMidStartup15Recovery30Advantage-21 - - - - - Special, Super
5DGGXRD-R Elphelt 5D.pngGuardHighStartup24Recovery16Advantage-8 - - - - - Homing Jump, Homing Dash
2DGGXRD-R Elphelt 2D.pngGuardLowStartup8Recovery18Advantage-10 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD-R Elphelt j.P.pngGuardHigh / AirStartup6Recovery9Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special
j.KGGXRD-R Elphelt j.K.pngGuardHigh / AirStartup8Recovery15Advantage- j.P - j.S j.H j.D Special
j.SGGXRD-R Elphelt j.S.pngGuardHigh / AirStartup7Recovery16Advantage- j.P - j.S j.H j.D Jump, Special
j.HGGXRD-R Elphelt j.H.pngGuardHigh / AirStartup10Recovery18Advantage- - - - - j.D Special
j.DGGXRD-R Elphelt j.D.pngGuardHigh / AirStartup11Recovery29 + 5 after landingAdvantage- - - - - - Special
Shotgun Stance Gatlings
P K S H D Cancel
sg.PGGXRD-R Elphelt Thrust.pngGuardMidStartup3Recovery6Advantage+1 sg.P[+] sg.K[+] - sg.H - Special, Super
sg.KGGXRD-R Elphelt Roll.pngGuardStartupRecovery24Advantage- - - - - - -
sg.SGGXRD-R Elphelt Launch.pngGuardMidStartup11Recovery7Advantage+0 - sg.K - - - Special, Super
sg.HGGXRD-R Elphelt Fire2.pngGuardAllStartup3RecoveryTotal 31Advantage-2 - - - - - Reload[+]
sg.DGGXRD-R Elphelt Demolish.pngGuardThrow 120000Startup15Recovery35Advantage+57 [+46] - - - - - Special, Super
  • 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 hit, block, or whiff

Navigation

 Elphelt Valentine


To edit frame data, edit values in GGXRD-R2/Elphelt Valentine/Data.
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