GGXRD-R2/May/Frame Data

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< GGXRD-R2‎ | May
 May


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
May x1.06 3 3F [105] Light 13F (1~9F invuln) 32 25F 22F

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 5 4 6 CSJ Initial: 80% 144 10 3 8 YRP
5K Mid 1 -3 9 6 9 SJ 4~17 High Profile 264 20 6 7 YRP
c.S Mid 3 -1 7 3 15 SJ 384 30 14 6 YRP
f.S Mid 2 -9 12 3 20 SJ 264 33 10 7 YRP
5H Mid 4 +7 13 4 8 SJ Foot 13~16F 384 50 20 6 YRP
2P Mid 0 ±0 4 4 6 CSJ Initial: 80% 144 10 3 8 YRP
2K Low 0 -3 5 4 9 S Initial: 80% 144 14 3 8 YRP
2S Mid 2 -4 9 3 15 SJ 264 26 10 7 YRP
2H Mid 3 -25 11 13 29 S 384 40 14 8 YRP
j.P High / Air 0 5 2(2)2 9 CS 144,144 8,8 3 8 YRP
j.K High / Air 1 7 6 10 S 264 24 6 7 YRP
j.S High / Air 3 12 4 5 SJ 384 30 14 6 YRP
j.H High / Air 3 12 10 15 S 384 38 14 6 YRP
j.D High / Air 3 10 12 24 + 5 Landing Recovery SJ 384 35 14 6 YRP
6P Mid 3 -7 [-7~+7] {[+11]} 16 [19~45] {[46~47]} 6 18 [17] {[17]} S 1~18 [1~9] {[1~39]} Above Knees 384 44 14 6 YRP
6K High / Air 2 +1 20 5 8 6~24 Foot Initial: 80% 264 35 10 7 YRP
3K Low 1 -27 8 21 18 8~28 Low Profile 264 24 6 7 YRP
6H Mid {[High]} 4 -21 [-18] {[-8]} 16 [20~25] {[26]} 6 34 [31] {[21]} S 8~28 Low Profile 384 70 {[90]} 20 6 YRP
j.2H High / Air 4 13 Until Landing 0 384 34 20 6 YRP
2D Low 3 -1 7 10 8 S 384 30 14 6 YRP
5D High 2 -7 27 3 18 Initial: 80% 264 25 10 20 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: 75250 0 +46 1 Forced: 65% 480 0,55 NA 6,0 R
Air Throw Air Throw: 210000 0 1 Forced: 65% 480 0,55 NA 6,0 R
DAA All 2 -10 16 6 18 1~21 Full
22~36 Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 Hit: 11
Whiff: 20
Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 Hit: 11
Whiff: 20
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
[4]6S All 3 -4 5 14 6+5 After Landing 150 / 480 35 14 6 YRP
[4]6H All 3 -5 13 20 9+5 After Landing Initial: 80% 150 / 480 45 14 6 YRP
[2]8S Mid,High / Air 3 -9 8 20 2+5 After Landing 1~34 Throw 150 / 480 40 14 6 YRP
[2]8H Mid,High / Air 3 -9 15 26 2+5 After Landing 150 / 480 45 14 6 YRP
623K Ground Throw: 157500 0,4 4 1~5 Throw Forced: 75% 0 / 720 0,40 NA 6,0,1 YRP
41236P/S All 0 +2 25 36 Total 43 250 / 120 20 0 8 YRP
41236K/H All 0 +7 24 35 Total 37 250 / 120 20 2 8 YRP
Jump on Dolphin All 2 13 18 Until Landing+5 Forced: 70% 0 / 480 50 10 7 YRP
214P All 2 37 Total 45 250 / 120 40 2 7 YRP
214K All 2 37 Total 55 250 / 120 40 2 7 YRP
Ball Jump All 2 7 6 0 / 120 40 2 7 YRP
j.41236H High / Air 4,2 -15 14 5(18) Until Landing 17 After Landing 480 / 480,720 30,20 20,10 6,7 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
236236S Mid 4 -33 9+0 28 38 5~11F Strike
[1~9F Full]
[10~11F Strike]
Forced: 65% -5000 / 0 140 [175] 20 6 YRP
63214H Mid 4 -13 8+1 1 31 1~9 All
10~14 Strike
-5000 / 0 16,9×31 20 6,3×31 YRP
63214S Mid 4 -4 1+8 [2(12)]×9,2 21 1 Full
1-End Throw
-5000 / 0 18×10 10 3 YRP
63214S > P Mid 3 +9 11 10 24 0 48 14 12 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 -20 9+19
[5+14]
3 34 9~30 Full
[5~21 Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD May 5P.pngGuardMidStartup5Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD May 2P.pngGuardMidStartup4Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGXRD May 6P.pngGuardMidStartup16 [19~45] {[46~47]}Recovery18 [17] {[17]}Advantage-7 [-7~+7] {[+11]} - 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGXRD May 5K.pngGuardMidStartup9Recovery9Advantage-3 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD May 2K.pngGuardLowStartup5Recovery9Advantage-3 5P[+], 2P[+], 6P[+] 5K[+], 2K[*][+], 6K c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD May 6K.pngGuardHigh / AirStartup20Recovery8Advantage+1 - - - - - -
3KGGXRD May 3K.pngGuardLowStartup8Recovery18Advantage-27 - - - - - -
c.SGGXRD May cS.pngGuardMidStartup7Recovery15Advantage-1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGXRD May fS.pngGuardMidStartup12Recovery20Advantage-9 - 6K 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGXRD May 2S.pngGuardMidStartup9Recovery15Advantage-4 - 6K, 3K - 5H, 2H 5D, 2D Special, Super
5HGGXRD May 5H.pngGuardMidStartup13Recovery8Advantage+7 - 6K - - 5D, 2D Special, Super
2HGGXRD May 2H.pngGuardMidStartup11Recovery29Advantage-25 - 6K - - 5D, 2D Special, Super
6HGGXRD May 6H.pngGuardMid {[High]}Startup16 [20~25] {[26]}Recovery34 [31] {[21]}Advantage-21 [-18] {[-8]} - - - - - Special, Super
5DGGXRD May 5D.pngGuardHighStartup27Recovery18Advantage-7 - - - - - Homing Jump, Homing Dash
2DGGXRD May 2D.pngGuardLowStartup7Recovery8Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD May jP.pngGuardHigh / AirStartup5Recovery9Advantage- j.P j.K j.S j.H j.D Special
j.KGGXRD May jK.pngGuardHigh / AirStartup7Recovery10Advantage- j.P - j.S j.H j.D Special
j.SGGXRD May jS.pngGuardHigh / AirStartup12Recovery5Advantage- - - - j.H j.D Jump, Special
j.HGGXRD May jH.pngGuardHigh / AirStartup12Recovery15Advantage- - - - - j.D Special
j.2HGGXRD May j2H.pngGuardHigh / AirStartup13Recovery0Advantage- - - - - - Special
j.DGGXRD May jD.pngGuardHigh / AirStartup10Recovery24 + 5 Landing RecoveryAdvantage- j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Jump, Special
  • 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
X[*] = X is a delayed gatling

External References

Hitbox videos on Streamable

Changelog

streamable.com hitboxes are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 27.05.2017, alt src: https://mega.nz/#F!V7QXVIwA!DKcHZ0rBUdkl_7NwuQJfMA

See GGXRD-R/Patch_Notes/Ver.1.03

Navigation

 May


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