No edit summary |
No edit summary |
||
Line 474: | Line 474: | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]] | {{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}} | ||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} |
Revision as of 23:13, 6 March 2021
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
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
Universal Mechanics
Special Moves
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. | ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Inv.Invincibility | RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. | ProrateAdditional Proration. | CancelWhat this attack can cancel into. | RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple | TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | HitboxHitbox link for this move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Air Dash
| ||||||||||||||
| ||||||||||||||
Schmerz Berg 236P
| ||||||||||||||
| ||||||||||||||
Gebraeuchlich Licht j.236P/K
| ||||||||||||||
| ||||||||||||||
Grausam Impuls Level 0-2 236S
| ||||||||||||||
| ||||||||||||||
Grausam Impuls Level 3-5 236S
| ||||||||||||||
| ||||||||||||||
Grausam Impuls Level 6+ 236S
| ||||||||||||||
| ||||||||||||||
Air Grausam Impuls Level 0-2 j.236S
| ||||||||||||||
| ||||||||||||||
Air Grausam Impuls Level 3-5 j.236S
| ||||||||||||||
| ||||||||||||||
Air Grausam Impuls Level 6+ j.236S
| ||||||||||||||
| ||||||||||||||
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
| ||||||||||||||
| ||||||||||||||
Wachen Zweig (S) 63214S
| ||||||||||||||
| ||||||||||||||
Wachen Zweig (H) 63214H
| ||||||||||||||
|
Overdrives
Instant Kill
Gatling Table
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 |
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
To edit frame data, edit values in GGXRD-R2/Raven/Data.