GGXRD-R2/Leo Whitefang/Frame Data

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 Leo Whitefang


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
Leo Whitefang x1.00 3 4F [98] Slightly Heavy 16F (1~9F invuln) 28 28F 26F Step Dash during Brynhildr Stance

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 6 5 7 CJS - 144 12 3 8 YRP
5K Mid 1 +1 8 5 6 S 8-12F Lower Body - 264 16 6 7 YRP
c.S Mid 3 +2 7 2 13 JS 384 32 14 6 YRP
f.S Mid 2 -11 10 6 19 JS - 264 34 10 7 YRP
f.S~P T51~91 1-47~77 High/Mid Guard Point P
5H Mid 4 -3 15 6 [3] 16 S - 384 42 20 6 YRP
5H~P T51~91 1-47~77 High/Mid Guard Point P
5D High 2 -1 25 3 12 Initial: 80% 264 22 10 20 YRP
6P Mid 4 -5 13 4 20 S 5~14 Armor Initial: 80% 264 38 20 6 YRP
6K Mid 3 +4 15 3 10 S 3~15F Throw - 384 30 14 6 YRP
6H Mid 4 +5 24 2 12 S 16~25F Feet - 384 50 20 6 YRP
2P Mid 0 -3 5 3 10 CS Initial: 90% 144 10 3 8 YRP
2K Low 1 -1 7 5 8 S Initial: 75% 264 12 6 7 YRP
2S Low 2 +4 10 3 7 S 5-9 Above Knees 264 26 10 7 YRP
2H Mid 4 -15 10 8 26 S - 384 44 20 6 YRP
2D Low 3 -5 12 6 16 5~6, 18~19F Foot
7-17F Lower Body
5~21F Throw
- 384 25 14 6 YRP
j.P High/Air 0 5 2 9 CJS - 144 8 3 8 YRP
j.K High/Air 2 10 14 21 JS - 264 34 10 9 YRP
j.S High/Air 2 7 3(1)3 18 JS - 264 24×2 10 7 YRP
j.H High/Air 2 11 3 20 S - 264 42 10 7 YRP
j.D All 2 +3 22 4,4,4 Until Landing+8 S - 264 18×3 10 7 YRP

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 Ground Throw (85750) 0, 4 +54 1 Forced: 65% 0, 480 0, 60 NA 6, 0 R
Air Throw Air Throw (192500) 0, 4 1 Forced: 65% 0, 480 60 NA 6, 0 R
DAA All 2 -12 12 4 22 1~15F All, 16~19F 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
[4]6S All 2 -8 10 31 36(46T) 200 / 240×2 16×2 3 7 YRP
[4]6H All 2 +11 35 Until Corner (72T) 200 / 240×4 16×4 3 7 YRP
[2]8S Mid 2,3 -32 5 2,12 26+12 after landing 1~4F All Initial: 85% 250/600×2 36,32 10,14 7,6 R
[2]8H Mid 2,3,4 -54 8 2,12(11)6 30+12 after landing 1~13F All Initial: 75% 300/600×2,240 43,30,28 10,14,20 7,6,6 R
236S Mid 2 -1 15 3 12 S* 125/300 24 10 7 YRP
236S > 236H Mid 2 -3 11 [12] 4 [5] 14 S* 125/300 25 10 7 YRP
236S > 236H > 214S Mid 4 -7 14 5 21 1-18F Throw
10-18 Foot
125/480 40 20 6 YRP
236H Mid 4 +1 [+2] 24 [26] 4 [5] 14 S*R 250/384 32 20 6 YRP
j.236H All 2,4×2 -13 13 Until landing + 6 24 250/480×3 16,24,10 10,20×2 7,6×2 YRP

Brynhildr Moves

  • Static difference on entering stance
    • blocked 5H: -3
    • blocked 6H: -3
    • Throw: +54
    • blocked Kaltes Gestöber Erst→Zweit: -3
    • blocked Kaltes Gestöber Zweit: +2
    • Siegesparade: +2
    • blocked Leidenschaft Dirigen: -18
  • Cannot block
  • Cannot jump (except from jump cancels)
  • Jump canceling or getting hit exits stance
  • Normals and movement are changed while in stance
  • All specials and overdrives available normally are still available in stance
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
Stance 66 17T YRP
Stance 44 17T 1~13F All YRP
Stance 22 12T YRP
Stance P Mid 2 -2 7 4 12 JS 1~10F Above Knees
11~16F Above Waist
1~8F Throw
- 264 30 10 7 YRP
Stance K Low 1 +2 5 3 7 S 1~6F Throw Initial: 70% 264 16 6 7 YRP
Stance S Mid 4 -1 6 6 14 S - 384 28 20 6 YRP
Stance H High 4 +6 18 4 9 Initial: 90% 384 32 20 6 YRP
Stance D Unb 0,4 37T 1-2 Strike
3-20 Catch and Reflect
Forced: 80% 720×2 0,60 NA 8,6 RP
Stance 214S All 4 -7 14 5 21 1-18 Throw
10-18F Foot
Forced: 70% 250/720 60 20 6 YRP
Stance 214H High* 4 +36~+3 (Stagger) 27 1 29 Forced: 60% 300/720 60 20 6 YRP

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
Stance 632146S All 4 +8 5+(104)+0 24 5 All
[1-5F All]
Forced: 80% -5000 / 0 130 [162] 2 10 YRP
632146H Mid 4 -18 10+(40)+1 8(15)11(14)8(10)8(36)11 28+13 after landing 1~14F All -5000 / 0 26×4,60 20 6 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 -21 9+(30)+18
[5+(30)+17]
6 32 9-32F All
[5-27F All]
0 DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Leo 5P.pngGuardMidStartup6Recovery7Advantage-2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Leo 2P.pngGuardMidStartup5Recovery10Advantage-3 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Leo 6P.pngGuardMidStartup13Recovery20Advantage-5 - - - - - Special, Super
5KGGXRD Leo 5K.pngGuardMidStartup8Recovery6Advantage+1 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
2KGGXRD Leo 2K.pngGuardLowStartup7Recovery8Advantage-1 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6KGGXRD Leo 6K.pngGuardMidStartup15Recovery10Advantage+4 - - - - - Special, Super
c.SGGXRD Leo c.S.pngGuardMidStartup7Recovery13Advantage+2 - 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Leo f.S.pngGuardMidStartup10Recovery19Advantage-11 - 6K 2S 5H[+], 2H, 6H[+] 2D Jump, Special, Super
2SGGXRD Leo 2S.pngGuardLowStartup10Recovery7Advantage+4 - 6K - 5H, 2H 5D, 2D Special, Super
5HGGXRD Leo 5H.pngGuardMidStartup15Recovery16Advantage-3 - - - 6H[+] 2D Special, Super
2HGGXRD Leo 2H.pngGuardMidStartup10Recovery26Advantage-15 - - - - 5D, 2D Special, Super
6HGGXRD Leo 6H.pngGuardMidStartup24Recovery12Advantage+5 - - - - - Special, Super
5DGGXRD Leo 5D.pngGuardHighStartup25Recovery12Advantage-1 - - - - - Homing Jump, Homing Dash
2DGGXRD Leo 2D.pngGuardLowStartup12Recovery16Advantage-5 - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGXRD Leo j.P.pngGuardHigh/AirStartup5Recovery9Advantage- j.P j.K j.S j.H j.D Jump, Special
j.KGGXRD Leo j.K.pngGuardHigh/AirStartup10Recovery21Advantage- - - j.S j.H j.D Jump, Special
j.SGGXRD Leo j.S.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - - j.H - Jump, Special
j.HGGXRD Leo j.H.pngGuardHigh/AirStartup11Recovery20Advantage- - - - - j.D Special
j.DGGXRD Leo j.D.pngGuardAllStartup22RecoveryUntil Landing+8Advantage+3 - - - - - Special
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
bt.PGGXRD Leo btP.pngGuardMidStartup7Recovery12Advantage-2 - bt.K bt.S bt.H bt.D Jump, Special, Super
bt.KGGXRD Leo btK.pngGuardLowStartup5Recovery7Advantage+2 bt.P - bt.S bt.H bt.D Special, Super
bt.SGGXRD Leo btS.pngGuardMidStartup6Recovery14Advantage-1 - - - bt.H bt.D Special, Super
bt.HGGXRD Leo btH.pngGuardHighStartup18Recovery9Advantage+6 - - - - - -
bt.DGGXRD Leo KahnSchild.pngGuardUnbStartupRecovery37TAdvantage- - - - - - -
  • 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

 Leo Whitefang


To edit frame data, edit values in GGXRD-R2/Leo Whitefang/Data.
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