GGXRD-R2/Sin Kiske/Frame Data

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 Sin Kiske


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
Sin Kiske x1.04 1 3F [100] Medium 24F (1~12F invuln) 32 30F 21F

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 12 6 7 Initial: 85% Mid 1 CSJ 264 6 2 8 +2
5K 16 6 7 Mid 1 SJ 264 7 3 12 -3
c.S 32 10 7 Mid 2 SJ 264 7 3 15 -4
f.S 28 10 7 Mid 2 S 264 9 3 18 -7
5H 25, 35 20 6 Mid,Low 4,4 SJ,S 384 11 3(15)3 24 -8
6P 28 10 7 Initial: 90% Mid 2 S 264 9 6 18 -10 1-14 Upper Body
6H 38 20 6 Mid 4 JS 384 15 4 13 +2
5D 25 10 20 Initial: 80% High 2 264 29 2 15 -3
2P 6 3 8 Initial: 80% Mid 0 CS 144 5 4 4 +2
2K 18 6 7 Initial: 70% Low 1 S 264 7 2 9 +1
2S 27 10 7 Mid 2 S 264 9 4 15 -5
2H 28×2,16 20 6 Mid 4 SJ 384 11 2,2,2 34 -17
3K 22 10 7 Initial: 90% Low 2 S 264 11 4 12 -2
2D 28 10 10 Initial: 90% Low 2 SJ 264 10 6 8 0
j.P 12 3 8 High, Air 0 CSJ 144 6 6 6
j.K 20 10 7 High, Air 2 SJ 264 8 3 24
j.S 28 10 7 High, Air 2 SJ 264 9 6 19
j.H 32,16×3 10,6×3 7×4 High, Air 2,1×3 S 264 9 3,2×3 12
j.6H 36 14 6 High, Air 3 S 384 11 4 20
j.D 40 14 6 Initial: 80% High, Air 3 SJ 384 18 2 18+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, 0, 60 -6,-0,-8/NA Forced: 65% Ground Throw: 75250 0, 0, 2 0, 0, 480 1 +55
Air Throw Air Throw 0, 60 -6,-0/NA Forced: 65% Air Throw: 192500 0, 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 9 2 24 -12 1-10 All
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
623S Hawk Baker 30 [35] 10 9 Forced: 60%
[Initial: 65%]
Mid 2 S 100/720 9 2 45 -33 1-10 All
236H Beak Driver 36,32
[36,66]
20 8 2nd hit Initial: 90%
[None]
Mid 4 S 100/600 11-33
[34-251]
2(1)6 29
[19]
-16
[+4]
j.236H Air Beak Driver 40,36 14 8 3 S 100/720 9 3,6 17/Landing 6
236H > HHH I'm Sure I'll Hit Something 15×5,18×3,21×3,24×2,35 10 12 All 2 150/180 8 [2(2)]×N 23 -10
214S Bull Bash 60 20 8 High 4 S 100/600 31 6 32 -19
236K Elk Hunt 30 20 11 Initial: 85% Low 4 S 100/600 15-21 6 11 0 7F onwards low profile
214P P Leap 240 19
214K K Leap 240 18
214H Still Growing 40 17
j.214S Vulture Seize 28 10 9 Initial: 80% All 2 S 100/600 14 6 Until landing + 10

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
632146H R.T.L 50 [62] 20 10 Mid 4 -5000 10+1 12 47 -40 4-16 All
[1-16 All]
j.632146H Air R.T.L 50 [62] 20 10 All 4 -5000 10+1 12 Until landing + 32 4-16 All
[1-16 All]
RTL > H R.T.L Ground Followup 50 [62] 20 10 All 4 6 after direction change 12 47 -40
RTL > j.H R.T.L Air Followup 50 [62] 20 10 All 4 6 after direction change 12 Until landing + 32
236236P Voltic Deign 27×5 2 6 Mid 4 -5000 26+2 Total 37 +60
j.236236P Air Voltic Deign 27×5 2 6 Mid 4 -5000 10+4 Total 31

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 Raiden DESTROY 14 6 3 9+12
[5+12]
6 34 -23 9-26 All
[5-22 All]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Sin 5P.pngGuardMidStartup6Recovery8Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 3K[+] c.S, f.S 5H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Sin 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[-] 5K[+], 2K[+], 3K[-] c.S, f.S - 5D, 2D Special, Super
6PGGXRD Sin 6P.pngGuardMidStartup9Recovery18Advantage-10 - - c.S, f.S - 5D, 2D Special, Super
5KGGXRD Sin 5K.pngGuardMidStartup7Recovery12Advantage-3 6P 3K c.S, f.S, 2S 5H 5D, 2D Jump, Special, Super
2KGGXRD Sin 2K.pngGuardLowStartup7Recovery9Advantage+1 - 5K c.S, f.S, 2S 2H[*][+] 5D, 2D Special, Super
3KGGXRD Sin 3K.pngGuardLowStartup11Recovery12Advantage-2 - - - 6H - Special, Super
c.SGGXRD Sin cS.pngGuardMidStartup7Recovery15Advantage-4 6P - f.S, 2S 5H 5D, 2D Jump, Special, Super
f.SGGXRD Sin fS.pngGuardMidStartup9Recovery18Advantage-7 - - 2S 5H 5D, 2D Special, Super
2SGGXRD Sin 2S.pngGuardMidStartup9Recovery15Advantage-5 - - - 5H 5D, 2D Special, Super
5HGGXRD Sin 5H.pngGuardMid,LowStartup11Recovery24Advantage-8 - - - 6H 5D, 2D Jump, Special, Super
2HGGXRD Sin 2H.pngGuardMidStartup11Recovery34Advantage-17 - - - 5H 5D, 2D Jump, Special, Super
6HGGXRD Sin 6H.pngGuardMidStartup15Recovery13Advantage+2 - - - - - Jump, Special, Super
5DGGXRD Sin 5D.pngGuardHighStartup29Recovery15Advantage-3 - - - - - Homing Jump, Homing Dash
2DGGXRD Sin 2D.pngGuardLowStartup10Recovery8Advantage0 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Sin jP.pngGuardHigh, AirStartup6Recovery6Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGXRD Sin jK.pngGuardHigh, AirStartup8Recovery24Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGXRD Sin jS.pngGuardHigh, AirStartup9Recovery19Advantage- j.P j.K - j.H, j.6H j.D Jump, Special, Super
j.HGGXRD Sin jH.pngGuardHigh, AirStartup9Recovery12Advantage- - - - - j.D Special, Super
j.6HGGXRD Sin j6H.pngGuardHigh, AirStartup11Recovery20Advantage- - - - - - Special, Super
j.DGGXRD Sin jD.pngGuardHigh, AirStartup18Recovery18+5 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • 5H gatlings are on 1st hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[-] = X is available only on whiff
X[*] = X is a delayed gatling

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 Sin Kiske


To edit frame data, edit values in GGXRD-R2/Sin Kiske/Data.
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