GGXRD-R2/Answer/Frame Data

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System Data[edit]

Defense

x1.03

Guts

0

Weight

[100] Medium

Stun Resistance

55

Prejump

3F

Backdash

21F (1-12F invuln)

Wakeup

25F (Face Up) / 25F (Face Down)

Normal Moves[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
5P 6 144 -8/+3 - 0 Mid - - 4 3 6 +1 - -
5K 18 264 -7/+6 - 1 Mid - - 7 5 11 -4 - -
c.S 10x2, 20 264 -7/+6 - 2 Mid - - 6 3(2)4(2)6 9 -1 - -
  • 1st and 2nd hit has hitstop 6F
f.S 30 264 -7/+10 - 2 Mid - - 9 6 18 -10 - -
5HS 36 384 -6/+20 - 3 Mid - - 9 6 23 -10 - -
5D 22 384 -20/+10 Initial: 80% 2 High - - 25 3 19 -8 - -
6P 26 264 -7/+10 - 2 Mid - - 9 5 16 -7 1-8 Upper Body
9-13 Above Knees
-
6K 26 384 -6/+20 - 4 Mid - - 14 8 9 +2 - -
6K
Feint
- - - - - - - - - - 26 - - -
6HS 45 384 -6/+20 - 4 Mid - - 17 5 2+12 L 0 5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne
-
2P 8 144 -8/+3 Initial: 80% 0 Mid - - 5 3 5 +2 - -
2K 14 144 -8/+3 Initial: 70% 0 Low - - 7 6 6 -2 3-18 Upper Body -
2S 28 264 -7/+10 - 2 Mid - - 10 3 9 +2 1-9 Upper Body -
2HS 34 384 -6/+20 - 4 Mid - - 11 6 21 -8 - -
  • Forces standing on ground hit
2D 28 264 -7/+10 - 2 Low - - 9 6 15 -7 - -
j.P 12 144 -8/+3 - 0 High/Air - - 6 3 9 - - -
j.K 18 264 -7/+6 - 1 High/Air - - 7 6 15 - - -
j.S 12x3 264 -5/+10 - 2 High/Air - - 9 2,2,8 21 - - -
  • Each hit has hitstop 6F
j.HS 32 384 -6/+14 - 3 High/Air - - 9 6 24 - - -
j.D 44 264 -7/+10 - 2 High/Air - - 10 10 15+5L - - -

Universal Mechanics[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Ground Throw 0, 60 0, 480 -6,0/ NA Forced: 65% 0 Ground Throw: 63000 - R 1 - - +51 - Click!
  • Stun value 30
Air Throw 0, 60 0, 480 -6,0/ NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 10 5 16 -7 1-14 All Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz Click!
  • 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
50 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz Click!
  • 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
S Business Ninpo: Caltrops
236S
20 200/120 -7/+2 - 1 All - - 12 12 Total 42 -7 - -
  • Card appears on 19F
H Business Ninpo: Caltrops
236H
20 200/120 -7/+2 - 1 All - - 14 12 Total 44 -7 - -
  • Card appears on 21F
Business Ninpo: Under the Rug
22S/H
- 100/- - - - - - - - - Total 36 - 7-12 All -
  • Reappears on 13F?
Business Ninpo: Under the Bus
421S/H
38 100/120 -7/+2 - 2 All - - 15 14 Total 40 +4 - -
  • Attack only appears if the corresponding Business Card is deployed
Savvy Ninpo: Request for Approval
214P/K/S/H
- 75/- - - - - - - - - Total 28 - - -
  • Scrolls appear on 7F
Air Savvy Ninpo: Request for Approval
j.214P/K/S/H
- 75/- - - - - - - - - Total 46 - - -
  • Scrolls appear on 7F
Savvy Ninpo: Seal of Approval
Move to Request for Approval
- - - - - - - - - - Total 126 - 1-9 Strike -
  • Can cancel into followups 8~121F
Cancel Seal of Apprival
Seal 22
- - - - - - - - - - Total 6 - - -
Savvy Ninpo: Data Logging (Catch)
Seal P
- - - - - - - - - - 30+15 L
[17+15L]
- 1~12F Guard -
  • Automatically cancels into Down the Ladder if this guards an attack
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Down the Ladder
Seal K
30 100/240 -7/+6 - 1 All - - 9 5 [1] 6 +1 [+5] - -
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Stepping Down
Seal S
38 150/360 -6/+20 - 4 Low/Air - - 27 7 25 -13 9-18 Full
19-20 Upper Body
21-45 Above Knees
-
Savvy Ninpo: Into My Office
Seal H
30 150/360 -6/+14 - 3 High/Air - - 21 10 [6] 10 -1 [+1] - -
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Safety Net
Seal D
36 100/240 -6/+10 - 4 All - - 10 12 14 - [-7] 1-21 Throw -
  • Can cancel into all Seal followups on hit/block/whiff except another Safety Net
  • Values in [ ] mean when this attack is performed from low height
Resshou
46P
38 150/360 -7/+10 - 2 Mid - - 9 10 8 -1 - -
  • Only attacks if opponent is in range.
  • When not in range, recovery is 8F
  • When in range, recovery is 14F
Savvy Ninpo: Data Logging (Catch)
22P
- - - - - - - - - - 20 + 14L - 1~12F Guard, Airborne -
Air Savvy Ninpo: Data Logging (Catch)
j.22P
- - - - - - - - - - Until L + 14 - 1~12F Guard -
Savvy Ninpo: Data Logging (Attack) 30 100/240 -7/+6 - 1 All - - 33 7 6 after L -1 1-24 All -
Air Savvy Ninpo: Data Logging (Attack) 30 100/240 -7/+6 - 1 All - - 33 Till L 6 after L - 1-24 All -
  • Attack begins during opponent's Hitstop?
Savvy Ninpo: Tax Write-off
623K
0, 30, 0, 125, 0 -/0, 120*2,600,120 -6,0*3,-8/ - Forced: 65% 0 Throw: 90000 - - 5 1 34 +54 - -
  • Stun value 15, 62
Air Savvy Ninpo: Tax Write-off
j.623K
0, 125, 0 -/0,60,0,120 -6,0,-8/- Forced: 65% 0 Air Throw: 110000 - - 5 1 Total Until L+12 +54 - -
  • Stun value 62

Overdrives[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Dead Stock Ninpo: Firesale
632146S
[632146D]
18x10,75
[22x10,100]
-5000/0 -7/+2 - 2 Mid/Air - - 18+3 - Total: 71 +11 [+6] 18F All -
  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F, damage 20 [25]
Air Dead Stock Ninpo: Firesale
j.632146S
13x9,70 -5000/0 -4*9,-6/+2 - 4 All - - 10+4 - Total: Until L -4 - -
  • Hits 1-10 have 0F hitstop
  • Frame Adv listed is when performed from lowest possible height
Business Ultimate Ninpo: All Hands
236236K
40,15x9,50 -5000/0 -7/+10 - 2 All - - 7+0 6 46 -38 - -
  • 0F hitstop for all followup hits
  • Stun value 40,7*9,25

Instant Kill[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Summoner: The Basilisk
During IK Mode: 236236HS
DESTROY - -6/+14 - 3 All - - 9+16
[5+10]
5 17 -5 9-29 Full
[5-20 Full]
-
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 90F [5F+5F]

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, SP
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 2D SP
6P - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D SP
5K 6P 6K c.S, f.S, 2S 2H 5D, 2D Jump, SP
2K 6P 5K, 6K c.S, f.S, 2S 2H 5D, 2D SP
6K - - - 6H - Jump, SP
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, SP
f.S - - 2S 5H, 2H 2D SP
2S - - - 5H, 2H, 6H 5D SP
5H - - - - 5D Jump, SP
2H - 6K - - 5D, 2D Jump, SP
6H - - - - - SP
5D - - - - - Homing Jump, Homing Dash
2D - - - - - 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 j.D Jump, SP
j.S j.P - - j.H j.D Jump, SP
j.H - - - - - SP
j.D - - - - - SP
  • 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 whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Answer/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 Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc