GGXRD-R2/Raven/Frame Data

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< GGXRD-R2‎ | Raven
Revision as of 06:40, 27 March 2021 by Shtkn (talk | contribs)

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

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
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

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
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

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


  • 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

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
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

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
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.

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