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System Data
Defense | |
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Guts | |
Weight | |
Stun Resistance | |
Prejump | |
backdash | |
Wakeup |
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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Stun Edge 236S | |||||||||||||
Stun Edge (Durandal Call) | |||||||||||||
Charged Stun Edge 236H | |||||||||||||
Charged Stun Edge (Durandal Call) | |||||||||||||
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Air Stun Edge(S) j.236S | |||||||||||||
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Air Stun Edge(S) (Durandal Call) | |||||||||||||
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Air Stun Edge(H) j.236H | |||||||||||||
Air Stun Edge(H) (Durandal Call) | |||||||||||||
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Stun Dipper 236K | |||||||||||||
Greed Sever 214K | |||||||||||||
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Vapor Thrust(S) 623S | |||||||||||||
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Vapor Thrust(H) 623H | |||||||||||||
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Air Vapor Thrust j.623S/H | |||||||||||||
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Split Ciel 236D | |||||||||||||
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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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Ride the Lightning 632146H [632146D] | |||||||||||||
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Air Ride the Lightning j.632146H [j.632146D] | |||||||||||||
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Sacred Edge 236236P | |||||||||||||
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Sacred Edge (Durandal Call) | |||||||||||||
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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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Rising Force 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[+], 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 | 5D, 2D | Jump, Sp |
6P | - | 6K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | 6K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2K | 6P | 6K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6K | - | - | - | - | - | Sp |
c.S | 6P | 6K | f.S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
f.S | - | 6K | 2S | 3H | 5D, 2D | Sp |
2S | - | 6K | - | 5H, 2H, 6H | 5D, 2D | Sp |
5H | - | 6K | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 5D, 2D | Jump, Sp |
6H | - | - | - | - | - | Jump, Sp |
3H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | Jump, 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 | Sp |
j.S | j.P | - | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | j.D | Sp |
j.D | - | - | - | - | - | - |
- 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/Ky Kiske/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.