GGXRD-R2/I-No/Frame Data

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System Data[edit]

Defense Modifier: x1.06
Guts Rating: 1
Weight: [105] Light
Stun Resistance: 55
Prejump: 3F
Backdash Time 16F / Invul: 1-8F
Wakeup (Face Up/Down): 24F / 20F

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 12 144 -8/+3 - 0 Mid CSJ YRP 4 4 6 ±0 - Click!
5K 20 264 -7/+6 - 1 Mid SJ YRP 7 7 12 -7 - Click!
c.S 34 264 -7/+10 - 2 Mid SJ YRP 6 2 12 ±0 - Click!
f.S 28 264 -7/+10 - 2 Mid S YRP 11 8 12 -6 - Click!
  • Staggers opponent. Max duration 29F, Frame Adv: -4 to +11
5H 38 384 -6/+20 - 4 Mid SJ YRP 13 4 18 -3 - Click!
2P 10 144 -8/+3 Initial: 80% 0 Mid CS YRP 5 2 5 +3 - Click!
2K 15 144 -8/+3 Initial: 75% 0 Low S YRP 5 2 8 ±0 - Click!
2S 28 264 -7/+10 - 2 Mid S YRP 9 2 17 -5 - Click!
2H 35 384 -6/+20 - 4 Mid S YRP 11 2 11 +6 - Click!
j.P 18 144 -8/+3 - 0 High / Air CS YRP 5 5 12 - - Click!
j.K 13 264 -7/+6 Initial: 90% 1 High / Air S YRP 5 12 18 - - Click!
j.S 23 264 -7/+10 - 2 High / Air SJ YRP 8 6 23 - - Click!
j.H 35 264 -7/+10 - 2 High / Air S YRP 12 6 24 - - Click!
j.D 40 264 -7/+10 Initial: 80% 2 High / Air SJ YRP 16 5 20 + 9 After Landing - - Click!
6P 32 264 -7/+10 Initial: 90% 2 Mid S YRP 9 3 21 -10 1~4 Upper Body
5~11 Above Knees
Click!
6S 30 264 -7/+10 - 2 Mid S YRP 13 8 15 -9 - -
  • Staggers opponent on counter hit. Max duration 29F, Frame adv: -9~+6
6H 20,45 384*2 -6/+14,+20 Initial: 80%,― 3,4 Mid S YRP 5 4(12)8 17 -6 - Click!
2D 26 264 -7/+10 - 2 Low S YRP 10 3 18 -7 - Click!
5D 25 264 -20/+10 Initial: 80% 2 High - YRP 26 12 9 -7 - Click!
  • On YRC, becomes a projectile attack that can be blocked Mid

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 0,60 480 -6,-0/NA Forced: 65% 0,2 Ground Throw: 78750 - R 1 - - +54 - Click!
  • Stun: 30
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0,4 Air Throw: 201250 - R 1 - - - - Click!
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 11 3 25 -14 1~13 Full
14~33 Throw
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
Hover Dash
66
- - - - - - - Y - - - - - Click!
  • Can use moves at 9F
Hover Dash > Air Dash
Hover > 66
- - - - - - - Y - - - - - Click!
  • Can use moves at 7F
Antidepressant Scale
214P
12×n 250 / 120×n -8, -7×N/+3×N - 0,1×n All - YRP 18 Until Corner Total 50 -12 - Click!
  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Antidepressant Scale (Aerial)
j.214P
12×n 250 / 120×n -8, -7×N/+3×N - 0,1×n All - YRP 15 Until Corner Until Landing - - Click!
  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Stroke the Big Tree (S)
41236S
40 200 / 720 -6/+20 - 4 Low - YRP 20 2 17 ±0 3~19 Above Knees
6~15 Throw
Click!
  • Staggers opponent on ground hit. Max duration 51F, Frame Adv: +7 to +33
Stroke the Big Tree (H)
41236H
40 200 / 720 -6/+20 Initial: 90% 4 Low - YRP 28 2 14 +3 5~27 Above Knees
11~23 Throw
Click!
Sultry Performance (P)
j.236P
30 200 / 480 -7/+10 - 2 High / Air - YRP 14[53] Until Landing 15 - - Click!
  • [ ] Indicates max charge startup
  • On hit/block, can cancel into air dash or Ultimate Fortissimo after 8F
Sultry Performance (K)
j.236K
30 200 / 480 -7/+10 Initial: 85% 2 High / Air - YRP 13[52] Until Landing 12 - - Click!
  • [ ] Indicates max charge startup
Sultry Performance (S)
j.236S
30 200 / 480 -19/+10 Forced: 70% 2 High / Air - YRP 13[52] Until Landing 14 - - Click!
  • [ ] Indicates max charge startup
Sultry Performance (H)
j.236H
20×3 200 / 480 -7/+10 - 2 All - YRP 10[50] 32(3 Hit) 10 After Landing - - Click!
  • [ ] Indicates max charge startup
Chemical Love
214K
35 250 / 120 -6/+2 - 4 All - YRP 11 10 13+8 After Landing +3 1~Airborne Click!
Chemical Love (Aerial)
j.214K
35 250 / 120 -6/+2 - 4 All - YRP 11 10 12 After Landing - - Click!
→Chemical Love (Followup)
Chemical Love > 214S
25 0 / 120 -8/+2 - 0 All - YRP 13 - 9 After Landing - - Click!
Chemical Love (Vertical)
214S
40 250 / 120 -7/+2 - 2 All - YRP 11 11 11+9 After Landing -4 1~Airborne Click!
Chemical Love (Vertical)(Aerial)
j.214S
40 250 / 120 -7/+2 - 2 All - YRP 11 11 8 After Landing - - Click!
Sterilization Method
214H
0,60 0 / 480 -6,-6/NA Forced: 60% 0,3 Air Throw: 227500 - YRP 19 4 Total 26+3 After Landing - 1~9 Above Knees
10~22 Upper body
13~Airborne
17~22 Throw
Click!
  • Stun: 30
Sterilization Method (Aerial)
j.214H
0,60 0 / 480 -6,-6/NA Forced: 60% 0,3 Air Throw: 227500 - YRP 6 6 8 After Landing - 1~11 Upper Body
4~11 Throw
Click!
  • Stun: 30

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
Longing Desperation
632146H
[632146D]
50×3
[62×3]
-5000 / 0 -7/+10 80 2 Mid - YRP 7+2 20 10 +1 1~13 Strike
[1~13 All]
Click!
  • Stun: 0
  • Values in [ ] are for Burst version
Ultimate Fortissimo
j.2363214S
50×3 -5000 / 0 -6/+14 - 3 Mid - YRP 7+0 7 16 - 1~7 Strike Click!
  • Stun: 0


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
Megalomania
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+12
[5+9]
6 30 -19 9~30 Full
[5~19 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 76F [5F+5F]

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Dash
2P 5P, 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Dash
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp, Dash
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Dash
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp, Dash
c.S 6P - 2S, f.S 5H, 2H 5D, 2D Jump, Sp, Dash
f.S - - 2S 5H, 2H 5D, 2D Sp, Dash
2S - - - 5H, 2H 5D, 2D Sp, Dash
5H - - - 2H 5D, 2D Jump, Sp, Dash
2H - - - - 5D, 2D Sp, Dash
6H - - - - - Jump, Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp, Dash
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.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Jump, 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)

Changelog[edit]

See GGXRD-R2/1.03 patch notes

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/I-No/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