GGXRD-R2/Venom/Frame Data

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Venom


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 /.


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Venom x1.03 1 4F [100] Medium 13F (1~7F invuln) 32 21F 26F Teleport

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 6[26] -8/+3 Initial: 85% Mid 0 CSJ 144 6 3 9 -2
5K 12[32] 3 8 Initial: 90% Mid 0 SJ 144 7 3 15 -8
c.S 16×3[32] 20 8 Mid 4 SJ 384 5 2,2,7 20 -8
f.S 24[38] 10 7 Mid 2 S 264 9 2 18 -6
5H 42[42] 20 6 Mid 4 S 384 10 7 15 -3
2P 6[26] 3 8 Initial: 80% Mid 0 CS 144 7 4 10 -4
2K 8[30] 3 8 Initial: 70% Low 0 S 144 5 3 9 -2
2S 22[34] 10 7 Mid 2 S 264 6 2 19 -7
2H 20×2[42] Low, Mid 3 S 384 10 3,5 20 -8
j.P 10[28] 3 8 High / Air 0 CSJ 144 7 6 9
j.K 12[32] 10 7 High / Air 2 S 264 9 12 12
j.S 22[37] 10 7 High / Air 2 SJ 264 7 5 21
j.H 32[46] 10 7 High / Air 2 S 264 10 8 18
j.D 36[48] 14 6 High / Air 3 S 384 12 6 22 + 5 Landing Recovery
6P 28[36] 10 7 Mid 2 SJ 264 7 7 16 -9 1~3 Upper Body
4~6 Above Knees
7~10 Upper Body
6H 52[48] 20 6 Mid 4 S 384 15 8 21 -10
2D 20×2 10 7 Low 2 S 264 6 2(14)8 14 -8 6~7 Upper Body
8~18 Above Knees
19~29 Low Profile
30~32 Above Knees
5D 25[50] 10 20 Initial: 80% High 2 264 25 3(2)3 15 -9


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 0,6×7 NA 6,0 Forced: 50% Ground Throw: 75250 0 0,480,0 1
Air Throw 0,6×7 NA 6,0 Forced: 50% Air Throw: 192500 0 0,480,0 1
DAA Dead Angle Attack 20 10 7 Initial: 50% All 2 -5000 / 264 13 3 24 -13 1~15 Full
16~35 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
214P/K/S/H Ball Formation 75 / ― Total 26(Ground)
Total 35(Air)
214[P/K/S/H] Teleport (Followup) Total 20 7~10 Strike
11~14 Full
623K Teleport Total 20 7~10 Strike
11~14 Full
[4]6S Level 0 S Stinger Aim Level 0 30 10 7 All 2 250 / 120 15~26 Total 43~54 -2
[4]6S Level 1 S Stinger Aim Level 1 22×2 10, 2 6×2 All 2 250 / 120 27~47 Total 55~75 +6
[4]6S Level 2 S Stinger Aim Level 2 22×3 10, 2×2 6×3 All 2 250 / 120 48~74 Total 76~102 +15
[4]6S Level 3 S Stinger Aim Level 3 22×6 10, 2×5 6×6 All 2 250 / 120 75~95 Total 103~123 +37
[4]6H Level 0 H Stinger Aim Level 0 42 10 7 All 2 250 / 120 9~20 Total 44~55 -9
[4]6H Level 1 H Stinger Aim Level 1 25×2 10, 2 6×2 All 2 250 / 120 21~41 Total 56~76 -1
[4]6H Level 2 H Stinger Aim Level 2 25×3 10, 2×2 6×3 All 2 250 / 120 42~68 Total 77~103 +8
[4]6H Level 3 H Stinger Aim Level 3 25×6 10, 2×5 6×6 All 2 250 / 120 69~89 Total 104~124 +30
[2]8S S Carcass Raid 36 10 7 All 2 200 / 120 16 Total 32 +10
[2]8H H Carcass Raid 50 10 7 All 2 200 / 120 13 Total 48 -9
Ball Hit Ball Hit 26~50 2 7 All 2 120 1
623S S Double Head Morbid 15×4[42] 10 7 Mid 2 130 / 216 9 4×4 18 -8
623H H Double Head Morbid 18×4[48] 10 7 Mid 2 200 / 264 15~34 24 18 -16
41236P/K/S/H QV 25 2 8 Mid 0 [1, 2, 3] 200 / 120 20~83 8 Total 38~101 -4 [-1, +1, +5]
j.236S S Mad Struggle 12×4[37] 10 7 High / Air 2 150 / 240 18 Until Landing 6 After Landing +7
j.236H H Mad Struggle 15×7, 25×3[37] 10 7 High / Air×4,Mid×3 2 150 / 240×4,720×3 16 Until Landing (5)2,6,2 18 -6 After Landing 1~7 Strike


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
2363214S Dark Angel 10×34
[12×34]
3 2 All 4 -5000/0 7+18 Total 43 +102 7 Full
8~15 Strike
[1-26 All]
j.236236H Red Hail 30×8 2 7 All 0 -5000/0 7+0 9 After Landing 7 Strike
2363214H Bishop Runout -5000/0 10+0 3 10 Strike


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 Giga Machina System DESTROY 3 6 All 0 9+17
[5+14]
4 33 -20 9~45 Full
[5~38 Full]


Ball Velocity Damage Tables

Normals
5P 2P 6P j.P
23 23 36 28
5K 2K j.K
32 30 32
c.S f.S 2S j.S
32 38 34 37
5H 2H 6H j.H
42 42 50 46
5D 2D j.D
50 32 48
Specials and Overdrives
Stinger Aim (S) Stinger Aim (H)
30 42
Carcass Raid (S) Carcass Raid (H)
35 50
Double Head Morbid (S) Double Head Morbid (H)
37 40
Mad Struggle (S) Mad Struggle (H)
37 Dive: 37 Kick: 40
Red Hail
48


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGgxrd venom 5p.pngGuard:
Mid
Startup:
6
Recovery:
9
Advantage:
-2
5P[+], 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGgxrd venom 2p.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
-4
5P, 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGgxrd venom 6p.pngGuard:
Mid
Startup:
7
Recovery:
16
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGgxrd venom 5k.pngGuard:
Mid
Startup:
7
Recovery:
15
Advantage:
-8
6P - c.S, f.S, 2S 2H, 5H, 6H 5D, 2D Jump, Special, Super
2KGgxrd venom 2k.pngGuard:
Low
Startup:
5
Recovery:
9
Advantage:
-2
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGgxrd venom cs.pngGuard:
Mid
Startup:
5
Recovery:
20
Advantage:
-8
6P - f.S, 2S 5H 5D, 2D Jump, Special, Super
f.SGgxrd venom fs.pngGuard:
Mid
Startup:
9
Recovery:
18
Advantage:
-6
- - 2S 5H, 2H 5D, 2D Special, Super
2SGgxrd venom 2s.pngGuard:
Mid
Startup:
6
Recovery:
19
Advantage:
-7
- - - 5H, 2H 5D, 2D Special, Super
5HGgxrd venom 5h.pngGuard:
Mid
Startup:
10
Recovery:
15
Advantage:
-3
- - - - - Special, Super
2HGGXRD-R2 Venom 2H.pngGuard:
Low, Mid
Startup:
10
Recovery:
20
Advantage:
-8
- - - - 5D, 2D Special, Super
6HGgxrd venom 6h.pngGuard:
Mid
Startup:
15
Recovery:
21
Advantage:
-10
- - - - - Special, Super
5DGgxrd venom 5d.pngGuard:
High
Startup:
25
Recovery:
15
Advantage:
-9
- - - - Homing Jump/Dash
2DGgxrd venom 2d.pngGuard:
Low
Startup:
6
Recovery:
14
Advantage:
-8
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGgxrd venom jp.pngGuard:
High / Air
Startup:
7
Recovery:
9
Advantage:
-
j.P[+] j.K j.S j.H j.D Jump, Special, Super
j.KGgxrd venom jk.pngGuard:
High / Air
Startup:
9
Recovery:
12
Advantage:
-
j.P - j.S - j.D Special, Super
j.SGgxrd venom js.pngGuard:
High / Air
Startup:
7
Recovery:
21
Advantage:
-
j.P - - j.H j.D Jump, Special, Super
j.HGgxrd venom jhs.pngGuard:
High / Air
Startup:
10
Recovery:
18
Advantage:
-
- - - - j.D Special, Super
j.DGgxrd venom jd.pngGuard:
High / Air
Startup:
12
Recovery:
22 + 5 Landing Recovery
Advantage:
-
- - - - - 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

Venom
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Venom/Data.