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==[[GGXRD-R2/Frame Data|System Data]]== | ==[[GGXRD-R2/Frame Data|System Data]]== | ||
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==Normal Moves== | ==Normal Moves== |
Revision as of 07:16, 12 February 2021
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
System Data
Normal Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S With Sword | |||||||||||||
f.S Without Sword | |||||||||||||
5H With Sword | |||||||||||||
5H Without Sword | |||||||||||||
2P | |||||||||||||
2K | |||||||||||||
2S With Sword | |||||||||||||
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2H With Sword | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S With Sword | |||||||||||||
j.S Without Sword | |||||||||||||
j.H With Sword | |||||||||||||
j.H Without Sword | |||||||||||||
j.D | |||||||||||||
6P | |||||||||||||
6K | |||||||||||||
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3K | |||||||||||||
j.2D | |||||||||||||
j.8D | |||||||||||||
2D | |||||||||||||
5D |
Universal Mechanics
Combination Attacks
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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(P)P | |||||||||||||
(PP)P | |||||||||||||
(PP)K | |||||||||||||
(P)K | |||||||||||||
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(P)4K | |||||||||||||
(K)P | |||||||||||||
(KP)P | |||||||||||||
(KP)K | |||||||||||||
(K)K | |||||||||||||
(KK)K | |||||||||||||
(KK)4K | |||||||||||||
(K)4K | |||||||||||||
(2P)P | |||||||||||||
(2PP)P | |||||||||||||
(2PP)K | |||||||||||||
(2P)K | |||||||||||||
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(2K)P | |||||||||||||
(2KP)P | |||||||||||||
(2KP)K | |||||||||||||
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(2K)K |
Giant Sword Attacks
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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Large Sword Launch(S) | |||||||||||||
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Large Sword Launch(S Aerial) | |||||||||||||
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Large Sword Launch(H) | |||||||||||||
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Large Sword Launch(H Aerial) | |||||||||||||
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Large Sword Retrieval | |||||||||||||
Large Sword Retrieval(Aerial) | |||||||||||||
2S Deployed | |||||||||||||
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2H Deployed | |||||||||||||
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6S Deployed | |||||||||||||
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6H Deployed | |||||||||||||
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j.6S Deployed | |||||||||||||
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j.6H Deployed | |||||||||||||
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j.2S Deployed | |||||||||||||
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j.2H Deployed | |||||||||||||
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Special Moves
Overdrives
Instant Kill
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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Animo Estingi During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P[+], 2P[+] | - | - | - | 5D | - |
2P | 5P[+], 2P[+] | - | - | - | 5D | - |
5K | - | - | - | - | 5D | - |
2K | - | - | - | - | 5D | - |
c.S | - | 3K | f.S (both), 2S (sword) | 5H (both) | 5D, 2D | Jump, Sp |
f.S (both) | - | 3K | - | 5H (both) | 5D, 2D | Jump, Sp |
2S (sword) | - | - | - | 2H (sword) | 5D | - |
5H (both) | - | - | - | - | - | Jump, Sp |
2H (sword) | - | - | - | - | - | - |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P[+] | j.K | j.S (both) | j.H (both) | j.D | Sp |
j.K | j.P | - | j.S | j.H | j.D | Jump, Sp |
j.S (both) | - | - | - | j.H (both) | j.D | Jump, Sp |
j.H (both) | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- Use 4P and 3P to cancel into 5P and 2P without canceling into Combination Attacks
- All Combination Attacks can be canceled into followups on whiff
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGXRD-R2/Ramlethal Valentine/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.