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[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:Frame Data]] | [[Category:Frame Data]] | ||
Revision as of 20:56, 17 July 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
System Data
Defense Modifier: x1.06
Guts Rating: 1
Weight: [105] Light
Stun Resistance: 50
Prejump: 3F
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): 25F / 24F
Normal Moves
Universal Mechanics
Special Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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I Use This to Catch Fish 236S | |||||||||||||
For Searing Cod... 236H | |||||||||||||
I Use This to Pick Fruit 421S | |||||||||||||
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For Roasting Chestnusts 421H | |||||||||||||
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We Talked a Lot Together (P) 214P | |||||||||||||
We Talked a Lot Together (K) 214K | |||||||||||||
We Talked a Lot Together (Air, P) j.214P | |||||||||||||
We Talked a Lot Together (Air, K) j.214K | |||||||||||||
We Fought a Lot Together (S) 214S | |||||||||||||
We Fought a Lot Together (H) 214H | |||||||||||||
We Fought a Lot Together (D) 214D | |||||||||||||
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We Fought a Lot Together (Air, S) j.214S | |||||||||||||
We Fought a Lot Together (Air, H) j.214H | |||||||||||||
We Fought a Lot Together (Air, D) j.214D | |||||||||||||
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We Fought a Lot Together (D) Counterattack | |||||||||||||
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For Putting Out the Light 236P | |||||||||||||
The Light Was So Small In the Beginning 236K | |||||||||||||
Please Leave Me Alone j.236P | |||||||||||||
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Please Leave Me Alone Attack Bubble | |||||||||||||
What happens When I'm TOO Alone j.236K | |||||||||||||
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What happens When I'm TOO Alone Attack Bubble |
Overdrives
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Imperial Ray 632146S 632146D | |||||||||||||
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Don't Be Overprotective 632146P | |||||||||||||
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Gamma Ray 64641236H | |||||||||||||
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Instant Kill
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Emotional Gamma Ray During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S, 4S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S, 4S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S, 4S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S, 4S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S, 4S | 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S, 4S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D, 2D | Jump, Sp |
4S | - | - | 2S | 5H, 2H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Jump, Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 5D, 2D | Jump (2nd hit), Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing jump, Homing dash |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Jump, 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)
To edit frame data, edit values in GGXRD-R2/Dizzy/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.