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{{NavTabs|game=GGXRD-R2|chara=Raven|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/364-raven/|videos={{ | {{NavTabs|game=GGXRD-R2|chara=Raven|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/364-raven/|videos={{KeeponrockinXRDLink|raven}}|active=frame_data}} | ||
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Revision as of 02:32, 2 September 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
System Data
Defense | |
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Guts | |
Weight | |
Stun Resistance | |
Prejump | |
backdash | |
Wakeup |
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
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 | |||||||||||||
5H | |||||||||||||
5D | |||||||||||||
4P | |||||||||||||
6P | |||||||||||||
6H | |||||||||||||
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2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
2H | |||||||||||||
2D | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
j.2K | |||||||||||||
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Universal Mechanics
Special 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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Air Dash | |||||||||||||
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Schmerz Berg 236P | |||||||||||||
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Gebraeuchlich Licht j.236P/K | |||||||||||||
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Grausam Impuls Level 0-2 236S | |||||||||||||
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Grausam Impuls Level 3-5 236S | |||||||||||||
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Grausam Impuls Level 6+ 236S | |||||||||||||
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Air Grausam Impuls Level 0-2 j.236S | |||||||||||||
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Air Grausam Impuls Level 3-5 j.236S | |||||||||||||
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Air Grausam Impuls Level 6+ j.236S | |||||||||||||
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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 | |||||||||||||
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Wachen Zweig (S) 63214S | |||||||||||||
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Wachen Zweig (H) 63214H | |||||||||||||
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Overdrives
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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Getreuer 214214H [214214D] | |||||||||||||
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Verzweifelt Level 0-2 632146S | |||||||||||||
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Verzweifelt Level 3-5 632146S | |||||||||||||
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Verzweifelt Level 6+ 632146S | |||||||||||||
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Verzweifelt (Air, Excitement 0-2) j.632146S | |||||||||||||
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Verzweifelt (Air, Excitement 3-5) j.632146S | |||||||||||||
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Verzweifelt (Air, Excitement 6+) j.632146S | |||||||||||||
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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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Sehnsucht During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | startup | frame adv. | |
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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 |
P | K | S | H | D | Cancel | |
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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
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.