System Data
Normal 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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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
2H | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
6P | |||||||||||||
6H | |||||||||||||
j.2K | |||||||||||||
2D | |||||||||||||
5D | |||||||||||||
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Reflect Projectile | |||||||||||||
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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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Special Movement 1 or 3 | |||||||||||||
Taunt (Face FLASH!) Taunt | |||||||||||||
Re-re-re Thrust 41236K | |||||||||||||
Pull Back Re-re-re Thrust > 4 | |||||||||||||
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Hello! Pull Back > 236P | |||||||||||||
Can't Hear You! Holler! > 236P | |||||||||||||
Hello Again! Can't Hear You! > 236P | |||||||||||||
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Hack n' Slash 214H | |||||||||||||
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Going My Way j.236H | |||||||||||||
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What Could This Be? 236P | |||||||||||||
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From The Front 214P | |||||||||||||
From Behind 214K | |||||||||||||
From Above 214S | |||||||||||||
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Spear Point Centripetal Dance 236S | |||||||||||||
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Just A Taste! on Pogo > P | |||||||||||||
→Growing Flower on Pogo > K | |||||||||||||
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Growing Flower (Charged) on Pogo > [K] | |||||||||||||
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See? I'm A Flower! on Pogo > S | |||||||||||||
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See? I'm A Flower! (Charged) on Pogo > [S] | |||||||||||||
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→Going My Way (Pogo) on Pogo > H | |||||||||||||
→What Could This Be? (Pogo) on Pogo > D | |||||||||||||
→Forward on Pogo > 66 | |||||||||||||
→Backward on Pogo > 44 | |||||||||||||
→Small Jump on Pogo > 9 | |||||||||||||
Doctor-Copter on Pogo > 8 | |||||||||||||
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Cancel on Pogo > 2 | |||||||||||||
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Love j.236P | |||||||||||||
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Items
Overdrives
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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This is... Me? During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | - | - | c.S, f.S, 2S | 2H, 6H | D, 2D | Jump, Sp |
2P | - | - | 2S | 2H | D, 2D | Sp |
6P | - | - | - | - | - | Sp |
5K | - | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | - | - | f.S | 5H | 5D, 2D | Jump, Sp |
c.S | 5P | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | - | 5H | 5D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Jump, Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | 6P | - | - | - | 5D | Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | - |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
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j.P | - | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | - | j.S | - | j.D | Jump, Sp |
j.S | j.P | - | - | j.H | - | 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/Faust/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.