GGXRD-R2/May/Frame Data: Difference between revisions

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See [[GGXRD-R2/1.03 patch notes]]
See [[GGXRD-R2/1.03 patch notes]]
==Navigation==
==Navigation==
{{notice|To edit frame data, edit values in [[GGXRD-R2/May/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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{{#lsth:GGXRD-R2/May/Data|Links}}
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{{notice|To edit frame data, edit values in [[GGXRD-R2/May/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
[[Category: Guilty Gear Xrd REV 2]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Frame Data]]
[[Category:Frame Data]]
[[Category:May]]
[[Category:May]]

Revision as of 09:38, 12 February 2019

System Data


Normal Moves

Version 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
5P 10 144 -8/+3 Initial: 80% 0 Mid CSJ YRP 5 4 6 ±0 - Click!
5K 20 264 -7/+6 - 1 Mid SJ YRP 9 6 9 -3 4~17 Foot Click!
c.S 30 384 -6/+14 - 3 Mid SJ YRP 7 3 15 -1 - Click!
f.S 33 264 -7/+10 - 2 Mid SJ YRP 12 3 20 -9 - Click!
5H 50 384 -6/+20 - 4 Mid SJ YRP 13 4 8 +7 Foot 13~16F Click!
  • Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40
2P 10 144 -8/+3 Initial: 80% 0 Mid CSJ YRP 4 4 6 ±0 - Click!
2K 14 144 -8/+3 Initial: 80% 0 Low S YRP 5 4 9 -3 - Click!
2S 26 264 -7/+10 - 2 Mid SJ YRP 9 3 15 -4 - Click!
2H 40 384 -8/+14 - 3 Mid S YRP 11 13 29 -25 - Click!
j.P 8,8 144,144 -8/+3 - 0 High / Air CS YRP 5 2(2)2 9 - - Click!
j.K 24 264 -7/+6 - 1 High / Air S YRP 7 6 10 - - Click!
j.S 30 384 -6/+14 - 3 High / Air SJ YRP 12 4 5 - - Click!
j.H 38 384 -6/+14 - 3 High / Air S YRP 12 10 15 - - Click!
j.D 35 384 -6/+14 - 3 High / Air SJ YRP 10 12 24 + 5 Landing Recovery - - Click!
  • Stun value: 66
6P 44 384 -6/+14 - 3 Mid S YRP 16 [19~45] {[46~47]} 6 18 [17] {[17]} -7 [-7~+7] {[+11]} 1~18 [1~9] {[1~39]} Above Knees Click!
  • [ ] values are for partial charge, {[ ]} values are for full charge
  • Stun values by Charge Times: 1-18F: 88; 19-24F: 110; 25-30F: 121; MAX: 143
  • Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.
6K 35 264 -7/+10 Initial: 80% 2 High / Air - YRP 20 5 8 +1 6~24 Foot Click!
  • 6F onwards Airborne
3K 24 264 -7/+6 - 1 Low - YRP 8 21 18 -27 8~28 Low Profile Click!
6H 70 {[90]} 384 -6/+20 - 4 Mid {[High]} S YRP 16 [20~25] {[26]} 6 34 [31] {[21]} -21 [-18] {[-8]} - Click!
  • [ ] values are for partial charge, {[ ]} values are for full charge
j.2H 34 384 -6/+20 - 4 High / Air - YRP 13 Until Landing 0 - - Click!
2D 30 384 -6/+14 - 3 Low S YRP 7 10 8 -1 - Click!
5D 25 264 -20/+10 Initial: 80% 2 High - YRP 27 3 18 -7 - Click!

Universal Mechanics

Version 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
Ground Throw 0,55 480 -6,-0/NA Forced: 65% 0 Ground Throw: 75250 - R 1 - - +46 - Click!
  • Stun value: 27
Air Throw 0,55 480 -6,-0/NA Forced: 65% 0 Air Throw: 210000 - R 1 - - - - Click!
  • Stun value: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 16 6 18 -10 1~21 Full
22~36 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - 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 Hit: 11
Whiff: 20
+5 - 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

Version 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
Mr. Dolphin Horizontal (S)
[4]6S
35 150 / 480 -6/+14 - 3 All - YRP 5 14 6+5 After Landing -4 - Click!
  • 30f charge time
  • 3F onwards Airborne
Mr. Dolphin Horizontal (H)
[4]6H
45 150 / 480 -6/+14 Initial: 80% 3 All - YRP 13 20 9+5 After Landing -5 - Click!
  • 30F charge time
  • 3F onwards Airborne
  • Wallsticks in the corner for 42f, 60f on counter.
Mr. Dolphin Vertical (S)
[2]8S
40 150 / 480 -6/+14 - 3 Mid,High / Air - YRP 8 20 2+5 After Landing -9 1~34 Throw Click!
  • 30f charge time
  • 4F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Mr. Dolphin Vertical (H)
[2]8H
45 150 / 480 -6/+14 - 3 Mid,High / Air - YRP 15 26 2+5 After Landing -9 - Click!
  • 30F charge time
  • 3F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Overhead Kiss
623K
0,40 0 / 720 -6,-0,-1/NA Forced: 75% 0,4 Ground Throw: 157500 - YRP 4 - - - 1~5 Throw Click!
  • CH recovery state
  • Whiff Recovery: Total 44
Applause for the Victim (P)
41236P
20 250 / 120 -8/+0 - 0 All - YRP 25 36 Total 43 +2 - Click!
  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (K)
41236K
20 250 / 120 -8/+2 - 0 All - YRP 24 35 Total 37 +7 - Click!
  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Applause for the Victim (S)
41236S
20 250 / 120 -8/+2 - 0 All - YRP 25 36 Total 43 +2 - Click!
  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (H)
41236H
20 250 / 120 -8/+2 - 0 All - YRP 24 35 Total 37 +7 - Click!
  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Dolphin Boarding
Jump on Dolphin
50 0 / 480 -7/+10 Forced: 70% 2 All - YRP 13 18 Until Landing+5 - - Click!
  • Startup is measured after touching the dolphin
  • No recovery if Dolphin Boarding hits or is blocked
Don't Miss It (P)
214P
40 250 / 120 -7/+2 - 2 All - YRP 37 Total 45 - - Click!
  • Attack hitbox disappears after ball bounces 3 times
Don't Miss It (K)
214K
40 250 / 120 -7/+2 - 2 All - YRP 37 Total 55 - - Click!
  • Attack hitbox disappears after ball bounces 3 times
Ball Jump
1/2/3 near the ball during a jump
40 0 / 120 -7/+2 - 2 All - YRP 7 6 - - Click!
  • Jump trajectory depends on which down input is used
Ensenga?
j.41236H
30,20 480 / 480,720 -6,-7/+20,+10 - 4,2 High / Air - YRP 14 5(18) Until Landing 17 After Landing -15 - Click!

Overdrives

Version 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
Great Yamada Attack
236236S
[236236D]
140 [170] -5000 / 0 -6/+20 Forced: 65% 4 Mid - YRP 9+0 28 38 -33 5-11 Strike Click!
  • Frame Advantage is based on May in the corner and used at point-blank range
  • Tumbles for 54f on hit and 79f on CH
Burst Great Yamada Attack
236236D
175 -5000 / 0 -6/+20 Forced: 65% 4 Mid - YRP 9+0 28 38 -33 1-9 Full
10-11 Strike
Click!
  • Frame Advantage is based on May in the corner and used at point-blank range
  • Tumbles for 54f on hit and 79f on CH
  • Restores 30% of Burst gauge on hit
Ultimate Whiner
63214H
16,9×31 -5000 / 0 -6,-3/+20 - 4 Mid - YRP 8+1 1 31 -13 1~9 All
10~14 Strike
Click!
Ultimate Spinning Whirlwind
63214S
18×10 -5000 / 0 -3/+10 - 4 Mid - YRP 1+8 [2(12)]×9,2 21 -4 1 Full
1-End Throw
Click!
  • Stun value: 0
⇒Deluxe Goshogawara Bomber
P During Ultimate Spinning Whirlwind
48 0 -12/+14 - 3 Mid - YRP 11 10 24 +9 - Click!

Instant Kill

Version 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
And Now Farewell
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+19
[5+14]
3 34 -20 9~30 Full
[5~21 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 71F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6P - 6K, 3K c.S 5H, 2H 5D, 2D Special, Super
5K 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2K 6P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6K - - - - - -
3K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.S - 6K 2S 5H, 2H 5D, 2D Jump, Special, Super
2S - 6K, 3K - 5H, 2H 5D, 2D Special, Super
5H - 6K - - 5D, 2D Special, Super
2H - 6K - - 5D, 2D Special, Super
6H - - - - - Special, Super
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D Special
j.S - - - j.H j.D Jump, Special
j.H - - - - j.D Special
j.2H - - - - - -
j.D - - - - - Jump, Special
  • 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

streamable.com hitboxes are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 27.05.2017, alt src: https://mega.nz/#F!V7QXVIwA!DKcHZ0rBUdkl_7NwuQJfMA

See GGXRD-R2/1.03 patch notes

Navigation

Template:Navbar-GGXRD-R2

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