GGXRD-R2/I-No/Frame Data

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< GGXRD-R2‎ | I-No
 I-No


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
I-No x1.06 1 3F [105] Light 16F (1~8F invuln) 32 24F 20F Hoverdash
Hoverdash->Vertical Dash (663)
  • Can cancel Hover Dash into actions after 14F

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 ±0 4 4 6 CSJ 144 12 3 8 YRP
5K Mid 1 -7 7 7 12 SJ 264 20 6 7 YRP
c.S Mid 2 ±0 6 2 12 SJ 264 34 10 7 YRP
f.S Mid 2 -6 11 8 12 S 264 28 10 7 YRP
5H Mid 4 -3 13 4 18 SJ 384 38 20 6 YRP
5D High 2 -7 26 12 9 Initial: 80% 264 25 10 20 YRP
6P Mid 2 -10 9 3 21 S 1~4 Upper Body
5~11 Above Knees
Initial: 90% 264 32 10 7 YRP
6S Mid 2 -9 13 8 15 S 264 30 10 7 YRP
6H Mid 3,4 -6 5 4(12)8 17 S Initial: 80%, 100% 384×2 20,45 14,20 6×2 YRP
2P Mid 0 +3 5 2 5 CS Initial: 80% 144 10 3 8 YRP
2K Low 0 ±0 5 2 8 S Initial: 75% 144 15 3 8 YRP
2S Mid 2 -5 9 2 17 S 264 28 10 7 YRP
2H Mid 4 +6 11 2 11 S 384 35 20 6 YRP
2D Low 2 -7 10 3 18 S 264 26 10 7 YRP
j.P High / Air 0 5 5 12 CS 144 18 3 8 YRP
j.K High / Air 1 5 12 18 S Initial: 90% 264 13 6 7 YRP
j.S High / Air 2 8 6 23 SJ 264 23 10 7 YRP
j.H High / Air 2 12 6 24 S 264 35 10 7 YRP
j.D High / Air 2 16 5 20 + 9 After Landing SJ Initial: 80% 264 40 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 78750 0,2 +54 1 Forced: 65% 480 0,60 NA 6, 0 R
Air Throw Air Throw: 201250 0,4 1 Forced: 65% 480 0,60 NA 6,0 R
DAA All 2 -14 11 3 25 1~13F Full
14~33F Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50F: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
66 Y
Hover > 66 Y
214P All 0,1×n -12 18 Until Corner Total 50 250 / 120×n 12×n 3, 3×N 8, 7×N YRP
j.214P All 0,1×n 15 Until Corner Until Landing 250 / 120×n 12×n 3, 3×N 8, 7×N YRP
41236S Low 4 ±0 20 2 17 3~19F Above Knees
6~15F Throw
200 / 720 40 20 6 YRP
41236H Low 4 +3 28 2 14 5~27F Above Knees
11~23F Throw
Initial: 90% 200 / 720 40 20 6 YRP
j.236P High / Air 2 14 [53] Until Landing 15 200 / 480 30 10 7 YRP
j.236K High / Air 2 13 [52] Until Landing 12 Initial: 85% 200 / 480 30 10 7 YRP
j.236S High / Air 2 13 [52] Until Landing 14 Forced: 70% 200 / 480 30 10 19 YRP
j.236H All 2 10 [50] 32 10 After Landing 200 / 480 20×3 10 7 YRP
214K All 4 +3 11 10 13+8 After Landing 1~ Airborne 250 / 120 35 2 6 YRP
j.214K All 4 11 10 12 After Landing 250 / 120 35 2 6 YRP
214K > 214S All 0 13 9 After Landing 0 / 120 25 2 8 YRP
214S All 2 -4 11 11 11+9 After Landing 1~ Airborne 250 / 120 40 2 7 YRP
j.214S All 2 11 11 8 After Landing 250 / 120 40 2 7 YRP
214H Air Throw: 227500 0,3 19 4 Total 26+3 After Landing 1~9F Above Knees
10~22F Upper body
13~ Airborne
17~22F Throw
Forced: 60% 0 / 480 0,60 -NA 6×2 YRP
j.214H Air Throw: 227500 0,3 6 6 8 After Landing 1~11F Upper Body
4~11F Throw
Forced: 60% 0 / 480 0,60 -NA 6×2 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H Mid 2 +1 7+2 20 10 1~13F Strike
[1~13F Full]
80 -5000 / 0 50×3
[62×3]
10 7 YRP
j.2363214S Mid 3 7+0 7 16 1~7F Strike -5000 / 0 50×3 14 6 YRP

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -19 9+12
[5+9]
6 30 9~30F Full
[5~19F Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Ino 5P.pngGuardMidStartup4Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super, Dash
2PGGXRD Ino 2P.pngGuardMidStartup5Recovery5Advantage+3 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 6S, 2S 5H, 2H 5D, 2D Special, Super, Dash
6PGGXRD Ino 6P.pngGuardMidStartup9Recovery21Advantage-10 - - c.S, f.S, 6S, 2S 5H, 2H, 6H 5D, 2D Special, Super, Dash
5KGGXRD Ino 5K.pngGuardMidStartup7Recovery12Advantage-7 6P - c.S, f.S, 6S, 2S 5H, 2H 5D, 2D Jump, Special, Super, Dash
2KGGXRD Ino 2K.pngGuardLowStartup5Recovery8Advantage±0 6P - c.S, f.S, 6S, 2S 2H 5D, 2D Special, Super, Dash
c.SGGXRD Ino c.S.pngGuardMidStartup6Recovery12Advantage±0 6P - f.S, 6S, 2S 5H, 2H 5D, 2D Jump, Special, Super, Dash
f.SGGXRD Ino f.S.pngGuardMidStartup11Recovery12Advantage-6 - - 2S 5H, 2H 5D, 2D Special, Super, Dash
6SGGXRD-R2 Ino 6S.pngGuardMidStartup13Recovery15Advantage-9 - - 2S 5H, 2H 5D, 2D Special, Super, Dash
2SGGXRD Ino 2S.pngGuardMidStartup9Recovery17Advantage-5 - - - 5H, 2H 5D, 2D Special, Super, Dash
5HGGXRD Ino 5H.pngGuardMidStartup13Recovery18Advantage-3 - - - 2H 5D, 2D Jump, Special, Super, Dash
2HGGXRD Ino 2H.pngGuardMidStartup11Recovery11Advantage+6 - - - - 5D, 2D Special, Super, Dash
6HGGXRD Ino 6H.pngGuardMidStartup5Recovery17Advantage-6 - - - - - Special, Super
5DGGXRD Ino 5D.pngGuardHighStartup26Recovery9Advantage-7 - - - - - Homing Jump, Homing Dash
2DGGXRD Ino 2D.pngGuardLowStartup10Recovery18Advantage-7 - - - - - Special, Super, Dash
Air Gatlings
P K S H D Cancel
j.PGGXRD Ino j.P.pngGuardHigh / AirStartup5Recovery12Advantage- j.P[+] j.K[+] j.S j.H j.D Special, Super
j.KGGXRD Ino j.K.pngGuardHigh / AirStartup5Recovery18Advantage- j.P - j.S - j.D Special, Super
j.SGGXRD Ino j.S.pngGuardHigh / AirStartup8Recovery23Advantage- - j.K - j.H j.D Jump, Special, Super
j.HGGXRD Ino j.H.pngGuardHigh / AirStartup12Recovery24Advantage- - - - - j.D Special, Super
j.DGGXRD Ino j.D.pngGuardHigh / AirStartup16Recovery20 + 9 After LandingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Changelog

See GGXRD-R2/1.03 patch notes

Navigation

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To edit frame data, edit values in GGXRD-R2/I-No/Data.
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