GGXRD-R2/Answer/Frame Data

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 Answer


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
Answer x1.03 0 3F [100] Medium 21F (1~12F invuln) 36 25F 25F Savvy Ninpo: Safety Net

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 6 3 8 Mid 0 144 4 3 6 +1
5K 18 6 u Mid 1 264 7 5 11 -4
c.S 10×2, 20 7 6 Mid 2 264 6 3(2)4(2)6 9 -1
f.S 30 10 7 Mid 2 264 9 6 18 -10
5H 36 20 6 Mid 3 384 9 6 23 -10
5D 22 10 20 Initial: 80% High 2 384 25 3 19 -8
6P 26 10 7 Mid 2 264 9 5 16 -7 1-8 Upper Body
9-13 Above Knees
6K 26 20 6 Mid 4 384 14 8 9 +2
6[K] 26
6H 45 20 6 Mid 4 384 17 5 2+12 L 0 5-7 Foot
8-19 Lower Body
20 onwards Foot
8 onwards Airborne
2P 8 3 8 Initial: 80% Mid 0 144 5 3 5 +2
2K 14 3 8 Initial: 70% Low 0 144 7 6 6 -2 3-18 Upper Body
2S 28 10 7 Mid 2 264 10 3 9 +2 1-9 Upper Body
2H 34 -20 6 Mid 4 384 11 6 21 -8
2D 28 10 7 Low 2 264 9 6 15 -7
j.P 12 3 8 High/Air 0 144 6 3 9
j.K 18 6 7 High/Air 1 264 7 6 15
j.S 12×3 10 5 High/Air 2 264 9 2,2,8 21
j.H 32 14 6 High/Air 3 384 9 6 24
j.D 44 10 7 High/Air 2 264 10 10 15+5L

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 60 NA 6, 0 Forced: 65% Ground Throw: 63000 0 0, 480 1 +51
Air Throw Air Throw 0, 60 NA 6,0 Forced: 65% Air Throw: 192500 0 0, 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 10 5 16 -7 1-14 All
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz
Taunt Ninja Beam! 1 Unblockable ? All* 160 11 256

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236S S Business Ninpo: Caltrops 20 2 7 All 1 200/120 12 12 Total 42 -7
236H H Business Ninpo: Caltrops 20 2 7 All 1 200/120 14 12 Total 44 -7
22S/H Business Ninpo: Under the Rug 100/- Total 36 7-12 All
421S/H Business Ninpo: Under the Bus 38 2 7 All 2 100/120 15 14 Total 40 +4
214P/K/S/H Savvy Ninpo: Request for Approval 75/- Total 28
j.214P/K/S/H Air Savvy Ninpo: Request for Approval 75/- Total 46
Near Seal > 5 Savvy Ninpo: Seal of Approval Total 126 1~9 Strike
Seal > 22 Cancel Seal of Approval Total 6
Seal > P Savvy Ninpo: Data Logging (Catch) 30+15 L
[17+15L]
1~12F Guard
Seal > K Savvy Ninpo: Down the Ladder 30 6 7 All 1 100/240 9 5 [1] 6 +1 [+5]
Seal > S Savvy Ninpo: Stepping Down 38 20 6 Low/Air 4 150/360 27 7 25 -13 9-18 Full
19-20 Upper Body
21-45 Above Knees
Seal > H Savvy Ninpo: Into My Office 30 -6/+14 High/Air 3 150/360 21 10 [6] 10 -1 [+1]
Seal > D Savvy Ninpo: Safety Net 36 10 6 All 4 100/240 10 12 14 - [-7] 1-21 Throw
22P Savvy Ninpo: Data Logging (Catch) 20 + 14L 1~12F Guard, Airborne
j.22P Air Savvy Ninpo: Data Logging (Catch) Until L + 14 1~12F Guard
22P (Attack) Savvy Ninpo: Data Logging (Attack) 30 6 7 All 1 100/240 33 7 6 after L -1 1-24 All
j.22P (Attack) Air Savvy Ninpo: Data Logging (Attack) 30 6 7 All 1 100/240 33 Till L 6 after L 1-24 All
46P Resshou 38 10 7 Mid 2 150/360 9 10 8 [14] -1
623K Savvy Ninpo: Tax Write-off 0, 30, 0, 125, 0 - 6, 0×3, 8 Forced: 65% Throw: 90000 0 -/0, 120×2,600,120 5 1 34 +54
j.623K Air Savvy Ninpo: Tax Write-off 0, 125, 0 - 6, 0×3, 8 Forced: 65% Air Throw: 110000 0 -/0,60,0,120 5 1 Total Until L+12 +54

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146S Dead Stock Ninpo: Firesale 18×10,75
[22×10,100]
-7/+2 Mid/Air 2 -5000/0 18+3 Total: 71 +11 [+6] [18F All]
j.632146S Air Dead Stock Ninpo: Firesale 13×9,70 2 4×9, 6 All 4 -5000/0 10+4 Total: Until L -4
236236K Business Ultimate Ninpo: All Hands 40,15×9,50 10 7 All 2 -5000/0 7+0 6 46 -38

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Summoner: The Basilisk DESTROY 14 6 All 3 9+16
[5+10]
5 17 -5 9-29 Full
[5-20 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Answer 5P.pngGuardMidStartup4Recovery6Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Answer 2P.pngGuardMidStartup5Recovery5Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 2D Special, Super
6PGGXRD Answer 6P.pngGuardMidStartup9Recovery16Advantage-7 - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD Answer 5K.pngGuardMidStartup7Recovery11Advantage-4 6P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Answer 2K.pngGuardLowStartup7Recovery6Advantage-2 6P 5K, 6K c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD Answer 6K.pngGuardMidStartup14Recovery9Advantage+2 - - - 6H - Jump, Special, Super
c.SGGXRD Answer c.S.pngGuardMidStartup6Recovery9Advantage-1 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Answer f.S.pngGuardMidStartup9Recovery18Advantage-10 - - 2S 5H, 2H 2D Special, Super
2SGGXRD Answer 2S.pngGuardMidStartup10Recovery9Advantage+2 - - - 5H, 2H, 6H 5D Special, Super
5HGGXRD Answer 5H.pngGuardMidStartup9Recovery23Advantage-10 - - - - 5D Jump, Special, Super
2HGGXRD Answer 2H.pngGuardMidStartup11Recovery21Advantage-8 - 6K - - 5D, 2D Jump, Special, Super
6HGGXRD Answer 6H.pngGuardMidStartup17Recovery2+12 LAdvantage0 - - - - - Special, Super
5DGGXRD Answer 5D.pngGuardHighStartup25Recovery19Advantage-8 - - - - - Homing Jump, Homing Dash
2DGGXRD Answer 2D.pngGuardLowStartup9Recovery15Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Answer j.P.pngGuardHigh/AirStartup6Recovery9Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGXRD Answer j.K.pngGuardHigh/AirStartup7Recovery15Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGXRD Answer j.S.pngGuardHigh/AirStartup9Recovery21Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGXRD Answer j.H.pngGuardHigh/AirStartup9Recovery24Advantage- - - - - - Special, Super
j.DGGXRD Answer j.D.pngGuardHigh/AirStartup10Recovery15+5LAdvantage- - - - - - 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

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