GGReload/Eddie/Frame Data

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System Data

Defense Modifier: x1.06

Guts Rating: 0

Weight: Medium (x1.00)

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F / Invul: 1~7F

Wake-Up (Face Up/Down): 36F / 33F


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 9 1.4 - - 1 Mid CSJR 5 4 7 -1
  • Initial proration 90%
5K 12 1.4 - - 1 Low SJR 6 4 8 -2
  • Initial proration 70%
c.S 30 2.6 - - 3 Mid SJR 9 5 9 ±0
f.S 20*4 2.6 - - 3 Mid SR 7 3*4 20 -9
  • Hitstop 6F
5H 25*3 3.8 - - 5 Mid SR*2, R 14 2,6,3 15 +1
  • Each hit staggers opponent on CH (max 41F)
  • Hitstop 7F
5D 18 2.6 - - 3 High R 24 3 24 -13
  • 1F onwards Foot inv
6P 22*2 2.6 - - 3 Mid SJR 13 4,4 12 -2
  • 1-16F Upper body inv
  • Dizzy modifier x3
6K 30 2.6 - - 3 High RF 23 5 12 -3
  • Staggers opponent on hit (max 35F)
  • Initial proration 75%
6H 60 3.8 - - 5 Mid R 13 12 23 -16
  • Floats opponent on hit
  • Knocks down opponent on CH
2P 8 1.4 - - 1 Mid CSR 5 4 8 -2
  • Initial proration 80%
2K 18 2.6 - - 3 Low SR 7 2 9 +3
  • Initial proration 80%
2S 18 2.6 - - 3 Mid SR 9 4 16 -6
2H 24 3.8 - - 5 Mid SR 11 6 19 -6
  • Floats opponent on hit
  • Knocks down opponent on CH
2D 20 2.6 - - 3 Low SJR 9 6 15 -7
j.P 13 1.4 - - 1 High, Air CSR 8 4 16 -
j.K 18 2.6 - - 3 High, Air SJR 5 8 6 -
j.S 22 2.6 - - 3 High, Air SR 7 12 12 -
j.H 40 2.6 - - 3 High, Air SR 11 6 12 -
j.D 55 2.6 - - 3 High, Air SR 11 4 19+5L -
  • Floats opponent on hit
  • Knocks down opponent on CH
Ground Throw 50 - - - - Throw: 49 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
DAA 25 2.6 - - 3 All R 13 9 18 -13
  • 1-21F Full inv
  • 22-36F Throw inv
  • Floats opponent on hit
  • Knocks down opponent on CH
  • Initial proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Break the Law
214K
- - - - - - - - - - -
  • Eddie is underground 13F onwards
  • Time spent underground 1-59F: Total recovery 11F, full inv 1-7F
  • Time spent underground 60-121F: Total recovery 15F, full inv 1-6F
  • Time spent underground 122F: Total recovery 24F, full inv 1-6F
Flight
7/8/9 while airborne
- - - - - - - - - - -
  • Max duration 91F
Damned Fang
623S
92 - - - - Throw: 70 Pixels - 7 1 - -
  • 1-7F Throw inv
  • Total recovery on whiff: 24F
  • Initial proration 50%
Drunkard Shade
214S
30 1.5/7.2 - - 3 Mid R 9 10 10 -6
  • 1-18F Throw inv
  • Wall bounces opponent on CH
  • 3-18F Reflects projectiles
Shadow Gallery
j.41236S
25,50 2.0/6.0 - - 4 Mid RF 15~ 6(12)3 24+3L -13
  • Fastest startup possible is 15F
  • 2nd hit knocks down opponent
  • 7F-Reappear Strike inv
  • After reappearing, 1-12F above feet inv
  • On crouch block, frame adv is -31F
S Invite Hell
22S
40 2.0/1.2 - - 3 Low, Air - 18 48 Total 42 +2
  • Knocks down opponent on ground hit
  • If Eddie gets hit, hitbox disappears 1F afterwards
  • Can not perform another Invite Hell for 22F after first one disappears
H Invite Hell
22H
40 2.0/1.2 - - 3 Low, Air F 18 36 Total 42 +2
  • Knocks down opponent on ground hit
  • If Eddie gets hit, hitbox disappears 1F afterwards
  • Can not perform another Invite Hell for 22F after first one disappears
Shadow Summon
236P/K/S/H
- -/1.2 - - - - - - - Total 38 -
  • Shadow appears on 12F
  • Eddie is in CH state during entire move
  • Shadow Gauge gradually decreases while Shadow is idle (max 600F)
  • When completely emptied, Shadow gauge takes 446F to completely refill
  • Repeating the command when shadow is summoned unsummons the Shadow (total 29F)
  • When unsummoning Shadow, Shadow's hurtbox disappers 7F after the command is input
  • Shadow Gauge turns white and recovers from empty to full in 120F after unsummon
Traversing Attack
]P[ with Shadow
25 -/1.2 - - 2 All - 7 2 16 -
  • Hitstop 6F
  • Costs as much Shadow Gauge as staying idle for 73F
Small Attack
]K[ with Shadow
20*3 -/1.2 - - 3 All - 14 29 25 -
  • Hitstop 6F
  • Costs as much Shadow Gauge as staying idle for 180F
Anti-Air Attack
]S[ with Shadow
50 -/1.2 - - 5 Mid - 9 12 31 -
  • Floats opponent on hit
  • Costs as much Shadow Gauge as staying idle for 120F
Overhead Attack
]D[ with Shadow
25 -/1.2 - - 2 High, Air - 19 16 22 -
  • 1-3F Full inv for Shadow
  • Initial proration 70%
  • Costs as much Shadow Gauge as staying idle for 451F
Drill Special
]H[ with Shadow
34*3 -/1.2 - - 3 Low, Air, All*2 - 147 36 - -
  • Floats opponent on hit
  • Shadow transforms in 13F
  • Costs the entire Shadow Gauge
  • Shadow Gauge begins to refill 6F before attack becomes active

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Amorphous
632146H
82*2 - - - 3 Mid - 8+8 6,3 28 -17
  • 1-17F Full inv
  • 18-29F Throw inv
  • Floats opponent on hit
  • Hitstop 0F
Megalith Head
632146S
44*3 - - - 5 All - 5+5 3*3 30 +7
  • 1-9F Strike inv
  • Knocks down opponent on hit
  • Hitstop 7F
  • Costs the entire Shadow Gauge
Executor
j.236236S
16*30 - - - 3 All R 8+5 Until Wall Until L -
  • Knocks down opponent on hit
  • Hitstop 6F
  • Rushing hits have hitstop 9F

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Black in Mind
in IK Mode: 236236H
  • IK Mode activation time: 68F
  • During IK activation: above knees invincible 9~60F
  • During IK attack: strike invincible 9~28F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H - Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D Jump, Sp
2K - - f.S 2H, 6H - Sp
6K - - - - - Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Sp
2H - - - - 2D Sp
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H - Jump, Sp
j.S - - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGReload/Eddie/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.
Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

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