GGXRD-R2/Raven/Frame Data: Difference between revisions

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{{#lsth:GGXRD-R2/Raven/Data|6H Full}}
{{#lsth:GGXRD-R2/Raven/Data|6H Full}}
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|-
{{Description|14|*7F onwards Airborne
{{Description|14|text=*7F onwards Airborne
  }}
  }}
|-
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{{#lsth:GGXRD-R2/Raven/Data|j.2K Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.2K Full}}
|-
|-
{{Description|14|*Frame Adv on standing Sol varies from -2 to +7, depending on point of impact
{{Description|14|text=*Frame Adv on standing Sol varies from -2 to +7, depending on point of impact
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Raven/Data|Ground Throw Full}}
{{#lsth:GGXRD-R2/Raven/Data|Ground Throw Full}}
|-
|-
{{Description|14|{{ColumnList|text=
{{Description|14|text={{ColumnList|text=
*Stun: 20
*Stun: 20
*Ground Bounces
*Ground Bounces
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{{#lsth:GGXRD-R2/Raven/Data|Air Throw Full}}
{{#lsth:GGXRD-R2/Raven/Data|Air Throw Full}}
|-
|-
{{Description|14|*Stun: 30
{{Description|14|text=*Stun: 30
  }}
  }}
|-
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{{#lsth:GGXRD-R2/Raven/Data|Blitz Attack Full}}
{{#lsth:GGXRD-R2/Raven/Data|Blitz Attack Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
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{{#lsth:GGXRD-R2/Raven/Data|Blitz Attack Max Charge Full}}
{{#lsth:GGXRD-R2/Raven/Data|Blitz Attack Max Charge Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
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{{#lsth:GGXRD-R2/Raven/Data|Air Dash Full}}
{{#lsth:GGXRD-R2/Raven/Data|Air Dash Full}}
|-
|-
{{Description|14|{{ColumnList|text=
{{Description|14|text={{ColumnList|text=
*17F onwards can cancel into air moves
*17F onwards can cancel into air moves
*Fastest possible air dash from Standing is 28F
*Fastest possible air dash from Standing is 28F
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{{#lsth:GGXRD-R2/Raven/Data|236P Full}}
{{#lsth:GGXRD-R2/Raven/Data|236P Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Slows opponents movement by 50% on hit, lasts for 89F.
{{Description|14|text={{ColumnList |text=*Slows opponents movement by 50% on hit, lasts for 89F.
*7-36F Airborne
*7-36F Airborne
}}
}}
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{{#lsth:GGXRD-R2/Raven/Data|j.236P/K Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.236P/K Full}}
|-
|-
{{Description|14|*Slows opponents movement by 50% on hit, lasts for 89F.
{{Description|14|text=*Slows opponents movement by 50% on hit, lasts for 89F.
  }}
  }}
|-
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{{#lsth:GGXRD-R2/Raven/Data|236S Level 0-2 Full}}
{{#lsth:GGXRD-R2/Raven/Data|236S Level 0-2 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +1 on hit
{{Description|14|text={{ColumnList |text=*Excitement +1 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|236S Level 3-5 Full}}
{{#lsth:GGXRD-R2/Raven/Data|236S Level 3-5 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +1 on hit
{{Description|14|text={{ColumnList |text=*Excitement +1 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|236S Level 6+ Full}}
{{#lsth:GGXRD-R2/Raven/Data|236S Level 6+ Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +1 on hit
{{Description|14|text={{ColumnList |text=*Excitement +1 on hit
*On Counter Hit, puts opponent into Tumble state
*On Counter Hit, puts opponent into Tumble state
}}
}}
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{{#lsth:GGXRD-R2/Raven/Data|j.236S Level 0-2 Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.236S Level 0-2 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +1 on hit
{{Description|14|text={{ColumnList |text=*Excitement +1 on hit
*If Raven lands before air recovery completes, then landing recovery 11
*If Raven lands before air recovery completes, then landing recovery 11
*Frame Adv listed is when done at lowest possible height against a standing Sol
*Frame Adv listed is when done at lowest possible height against a standing Sol
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{{#lsth:GGXRD-R2/Raven/Data|j.236S Level 3-5 Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.236S Level 3-5 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +1 on hit
{{Description|14|text={{ColumnList |text=*Excitement +1 on hit
*If Raven lands before air recovery completes, then landing recovery 11
*If Raven lands before air recovery completes, then landing recovery 11
*Frame Adv listed is when done at lowest possible height against a standing Sol
*Frame Adv listed is when done at lowest possible height against a standing Sol
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{{#lsth:GGXRD-R2/Raven/Data|j.236S Level 6+ Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.236S Level 6+ Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +1 on hit
{{Description|14|text={{ColumnList |text=*Excitement +1 on hit
*If Raven lands before air recovery completes, then landing recovery 11
*If Raven lands before air recovery completes, then landing recovery 11
*Frame Adv listed is when done at lowest possible height against a standing Sol
*Frame Adv listed is when done at lowest possible height against a standing Sol
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{{#lsth:GGXRD-R2/Raven/Data|214K Full}}
{{#lsth:GGXRD-R2/Raven/Data|214K Full}}
|-
|-
{{Description|14|{{ColumnList |text=*5F onwards can cancel into Getreuer
{{Description|14|text={{ColumnList |text=*5F onwards can cancel into Getreuer
*Hold button to extend this move and it's armor
*Hold button to extend this move and it's armor
*On guarding an attack, Raven gains 400 Tension, 0F hitstop
*On guarding an attack, Raven gains 400 Tension, 0F hitstop
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{{#lsth:GGXRD-R2/Raven/Data|63214S Full}}
{{#lsth:GGXRD-R2/Raven/Data|63214S Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*Excitement +3 on hit
*Excitement +3 on hit
*Stun value 40
*Stun value 40
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{{#lsth:GGXRD-R2/Raven/Data|63214H Full}}
{{#lsth:GGXRD-R2/Raven/Data|63214H Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*Excitement +3 on hit
*Excitement +3 on hit
*Stun value 40
*Stun value 40
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{{#lsth:GGXRD-R2/Raven/Data|214214H Full}}
{{#lsth:GGXRD-R2/Raven/Data|214214H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*[ ] Values are for the Burst version
{{Description|14|text={{ColumnList |text=*[ ] Values are for the Burst version
*Each level of Excitement increases number of hits by 5
*Each level of Excitement increases number of hits by 5
*Stun values increases with Excitement: 50>95>360>390>420>440>455>535>560>580>610
*Stun values increases with Excitement: 50>95>360>390>420>440>455>535>560>580>610
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{{#lsth:GGXRD-R2/Raven/Data|632146S Level 0-2 Full}}
{{#lsth:GGXRD-R2/Raven/Data|632146S Level 0-2 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +5 on hit
{{Description|14|text={{ColumnList |text=*Excitement +5 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|632146S Level 3-5 Full}}
{{#lsth:GGXRD-R2/Raven/Data|632146S Level 3-5 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +5 on hit
{{Description|14|text={{ColumnList |text=*Excitement +5 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|632146S Level 6+ Full}}
{{#lsth:GGXRD-R2/Raven/Data|632146S Level 6+ Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +5 on hit
{{Description|14|text={{ColumnList |text=*Excitement +5 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|j.632146S Level 0-2 Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.632146S Level 0-2 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +5 on hit
{{Description|14|text={{ColumnList |text=*Excitement +5 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|j.632146S Level 3-5 Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.632146S Level 3-5 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +5 on hit
{{Description|14|text={{ColumnList |text=*Excitement +5 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|j.632146S Level 6+ Full}}
{{#lsth:GGXRD-R2/Raven/Data|j.632146S Level 6+ Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Excitement +5 on hit
{{Description|14|text={{ColumnList |text=*Excitement +5 on hit
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Raven/Data|IK Full}}
{{#lsth:GGXRD-R2/Raven/Data|IK Full}}
|-
|-
{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: ??F [5F+5F]
*IK Mode Activation: ??F [5F+5F]
  }}
  }}

Revision as of 01:30, 23 February 2019

System Data

Excitement Gauge

  • Raven starts each round at 0 Excitement
  • Various moves increase Excitement
  • After 600F of no Excitement increase, -1 Excitement every 20F
  • All of Raven's attacks +3% base damage per Excitement level. Values are rounded down


Normal Moves

Version 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
5P
5K
c.S
f.S
5H
5D
4P
6P
6H
  • 7F onwards Airborne
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.H
j.D
j.2K
  • Frame Adv on standing Sol varies from -2 to +7, depending on point of impact

Universal Mechanics

Version 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
Ground Throw
  • Stun: 20
  • Ground Bounces
Air Throw
  • Stun: 30
Dead Angle Attack
Blitz Attack
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Version 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
Air Dash
  • 17F onwards can cancel into air moves
  • Fastest possible air dash from Standing is 28F
Schmerz Berg
236P
  • Slows opponents movement by 50% on hit, lasts for 89F.
  • 7-36F Airborne
Gebraeuchlich Licht
j.236P/K
  • Slows opponents movement by 50% on hit, lasts for 89F.
Grausam Impuls Level 0-2
236S
  • Excitement +1 on hit
Grausam Impuls Level 3-5
236S
  • Excitement +1 on hit
Grausam Impuls Level 6+
236S
  • Excitement +1 on hit
  • On Counter Hit, puts opponent into Tumble state
Air Grausam Impuls Level 0-2
j.236S
  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol
Air Grausam Impuls Level 3-5
j.236S
  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol
Air Grausam Impuls Level 6+
j.236S
  • Excitement +1 on hit
  • If Raven lands before air recovery completes, then landing recovery 11
  • Frame Adv listed is when done at lowest possible height against a standing Sol
Scharf Kugel Level 0-2
236H
Scharf Kugel Level 3-5
236H
Scharf Kugel Level 6+
236H
Air Scharf Kugel Level 0-2
j.236H
Air Scharf Kugel Level 3-5
j.236H
Air Scharf Kugel Level 6+
j.236H
Give it to me HERE
214K
  • 5F onwards can cancel into Getreuer
  • Hold button to extend this move and it's armor
  • On guarding an attack, Raven gains 400 Tension, 0F hitstop
  • Excitement +3 for each attack guarded
  • Excitement +1 after holding this move for 41F, 121F, and every 60F after
Wachen Zweig (S)
63214S
  • Excitement +3 on hit
  • Stun value 40
  • Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
  • Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land
Wachen Zweig (H)
63214H
  • Excitement +3 on hit
  • Stun value 40
  • Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
  • Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land

Overdrives

Version 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
Getreuer
214214H
[214214D]
  • [ ] Values are for the Burst version
  • Each level of Excitement increases number of hits by 5
  • Stun values increases with Excitement: 50>95>360>390>420>440>455>535>560>580>610
  • Stun values during Burst: 125>240>250>980>1019>1080>1270>1330>1370>1370>1430>1480
Verzweifelt Level 0-2
632146S
  • Excitement +5 on hit
Verzweifelt Level 3-5
632146S
  • Excitement +5 on hit
Verzweifelt Level 6+
632146S
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 0-2)
j.632146S
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 3-5)
j.632146S
  • Excitement +5 on hit
Verzweifelt
(Air, Excitement 6+)
j.632146S
  • Excitement +5 on hit

Instant Kill

Version 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
Sehnsucht
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel startup frame adv.
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp 7 -6
2P 5P[+], 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp 6 -2
4P 5P, 2P[+], 4P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp 5 -1
6P - - c.S, f.S 6H 5D Sp 9 -16
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp 7 -5
2K 5P, 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Sp 7 -1
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp 8 +2
f.S - - 2S 5H, 2H, 6H 2D Jump, Sp 10 -10
2S - - - 5H, 2H 5D, 2D Sp 9 -5
5H - - - - 5D, 2D Jump, Sp 10 -12
2H - - - - 5D, 2D Sp 15 -12
6H - - - - - Jump, Sp 20 -8
5D - - - - - Homing Jump, Homing Dash 27 -1
2D - - - - - Sp 9 -10


Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - Sp
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)

Changelog

Navigation

To edit frame data, edit values in GGXRD-R2/Raven/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.

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