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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 +2 5 3 5 CSJ 144 9 -8/+3 YRP
5K Low 0 +1 7 4 5 SJ Initial: 90% 144 14 -8/+3 YRP
c.S Mid 3 -6 5 5 18 SJ 384 24 -6/+14 YRP
f.S Mid 3 -4 9 5 16 SJ 384 28 -6/+14 YRP
5H (1) Mid 3 -12 11 1 28 S 384 20 -6/+14 YRP
5H (2-4) Mid 3 -10 9 1 26 384 18 -6/+6 YRP
5H (5) Mid 3 -17 9 1 33 S 384 18 -6/+6 YRP
5D High 2 -8 24 6 16 26, 33-35 Foot
27-23 Lower Body
Initial: 80% 264 22 10 20 YRP
6P High 2 -12 23 4 22 S 1-7F Upper Body
8-24F Above Knees
Initial: 75% 264 24 10 7 YRP
6H Mid 4 -21 15 10 30 S 18-24 Foot Initial: 80% 384 50 20 6 YRP
2P Mid 0 +1 4 2 7 CS Initial: 80% 144 8 -8/+3 YRP
2K Low 0 -1 5 5 6 S Initial: 70% 144 12 -8/+3 YRP
2S Mid 2 -10 8 6 18 S 17-28 Above Knees Initial: 90% 264 26 -7/+10 YRP
2H Mid 3 -4 18 3 (3) 3 18 S 5-17 Above Knees Initial: 90% 384 22×2 -6/+20 YRP
2D Low 2 -10 8 6 18 SJ 1-5 Above Knees 264 36 10 7 YRP
j.P High / Air 0 6 6 9 CSJ 144 10 -8/+3 YRP
j.K High / Air 1 8 6 15 S 264 18 -7/+6 YRP
j.S High / Air 2 7 5 16 SJ 264 28 -7/+10 YRP
j.H High / Air 2 10 6 18 S 264 34 -7/+10 YRP
j.D High / Air 2 11 3 29 + 5 after landing S 264 38 10 7 YR

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Throw: 75250 4 +49 1 Forced: 65% 0,480 0,60 NA 6, 0 R
Air Throw Air Throw: 192500 4 1 Forced: 65% 0,480 0,60 NA 6, 0 R
DAA All 2 -8 9 4 18 1-12 All
13-24 Throw
Initial: 50% -5000/264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236P 19 150 Y
Berry Pine 4P All 0 [3] -3 [+7] 10 Total: 33 120×2 0 2 8 [6] YRP
Berry Pine 2P All 0 [3] -3 [+7] 10 Total: 33 120×2 0 2 8 [6] YRP
Berry Pine j.4P All 0 [3] 13 Total: 36 120×2 YRP
Berry Pine Explosion All 2 1 11 120 40 10 7 R
Shoot Berry Pine All 2 1 11 120 50 10 7 R
Berry Pine Self-Explosion All 2 1 1 Initial: 80% 120 Self 10 NA 7
214K All 3 -7 14 12 12 7-29 Foot Initial: 90% 200/720 45 14 6 YRP
j.214K All 2 +6 26 Until Landing 7 after landing Initial: 90% 200/720 40 10 7 YRP
236K Total 28 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
Y
236S 150/- Y
Confire P/K/S/H Mid 3 -14 3 3 Total 47 200/120 35 2 6 YRP
Confire P/K/S/H (Charged) Unblockable 4 3 3 Total 47 Initial: 65% 200/120 45 NA 6 YRP
Confire Fire > 46S 39 [27] 50 [100] Y
Confire D 27 Y
236H 14 50 Y
Travailler H All 2 -2 3 1 Total 31 Close: Initial: 90%
Far: None
100/120 Close: 30
Far: 20
2 7 YRP
Travailler H (Charged) All 4 +5 1 1 Total 29 100/120 Close: 55
Far: 35
Close: 2
Far: 2
Close: 9
Far: 6
YRP
Travailler Fire > 46H -1 [+6] 17 100 Y
Travailler P Mid 0 +1 3 3 6 CS 240 18 3 8 YRP
Travailler K 24 1-10 All Y
Travailler S Mid 2 +0 11 7 7 S 7-10 Upper Body Initial: 80% 720 30 10 7 YRP
Travailler D Throw 120000 +57 [+46] 15 3 35 S 1-17 Throw Forced: 60% 0, 720×2 0, 47, 16 NA 6, 0×2 RP
Travailler 236H -8 [-4] 17 Y

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236K Mid, All*5 4 [4,0×5] -39 3+1 3(3)3,3,3,3,3 43 + 6 After landing 1-9 All
10~ Airborne
-5000 20, 140 [20×6] 20 [20,3×5] 6 [6, 8×5] YRP
236236D Mid, All*5 4 [4,0×5] -39 3+1 3(3)3,3,3,3,3 43 + 6 After landing 1-9 All
10~ Airborne
-5000 25, 175 [22×6] -6[-6,-8]/+20[+20,+3×5] YRP
632146H All 2 +27 9+3 Until Hit(3)15 Total:39 -5000 55, 17×5 10 7 YRP

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -8 9+13
[5+9]
4 21 9-36 All
[5-28 All]
K.O. 14 6

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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