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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! |
| ||||||||||||||
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! |
| ||||||||||||||
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! |
| ||||||||||||||
6K | 35 | 264 | -7/+10 | Initial: 80% | 2 | High / Air | - | YRP | 20 | 5 | 8 | +1 | 6~24 Foot | Click! |
| ||||||||||||||
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! |
| ||||||||||||||
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! |
| ||||||||||||||
Air Throw | 0,55 | 480 | -6,-0/NA | Forced: 65% | 0 | Air Throw: 210000 | - | R | 1 | - | - | - | - | Click! |
| ||||||||||||||
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! |
| ||||||||||||||
Blitz Attack Max Charge
|
50 | - | - | - | 4 | Mid | - | R | 50+13 | 3 | Hit: 11 Whiff: 20 |
+5 | - | Click! |
|
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! |
| ||||||||||||||
Mr. Dolphin Horizontal (H) [4]6H
|
45 | 150 / 480 | -6/+14 | Initial: 80% | 3 | All | - | YRP | 13 | 20 | 9+5 After Landing | -5 | - | Click! |
| ||||||||||||||
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! |
| ||||||||||||||
Mr. Dolphin Vertical (H) [2]8H
|
45 | 150 / 480 | -6/+14 | - | 3 | Mid,High / Air | - | YRP | 15 | 26 | 2+5 After Landing | -9 | - | Click! |
| ||||||||||||||
Overhead Kiss 623K
|
0,40 | 0 / 720 | -6,-0,-1/NA | Forced: 75% | 0,4 | Ground Throw: 157500 | - | YRP | 4 | - | - | - | 1~5 Throw | Click! |
| ||||||||||||||
Applause for the Victim (P) 41236P
|
20 | 250 / 120 | -8/+0 | - | 0 | All | - | YRP | 25 | 36 | Total 43 | +2 | - | Click! |
| ||||||||||||||
Applause for the Victim (K) 41236K
|
20 | 250 / 120 | -8/+2 | - | 0 | All | - | YRP | 24 | 35 | Total 37 | +7 | - | Click! |
| ||||||||||||||
Applause for the Victim (S) 41236S
|
20 | 250 / 120 | -8/+2 | - | 0 | All | - | YRP | 25 | 36 | Total 43 | +2 | - | Click! |
| ||||||||||||||
Applause for the Victim (H) 41236H
|
20 | 250 / 120 | -8/+2 | - | 0 | All | - | YRP | 24 | 35 | Total 37 | +7 | - | Click! |
| ||||||||||||||
Dolphin Boarding Jump on Dolphin
|
50 | 0 / 480 | -7/+10 | Forced: 70% | 2 | All | - | YRP | 13 | 18 | Until Landing+5 | - | - | Click! |
| ||||||||||||||
Don't Miss It (P) 214P
|
40 | 250 / 120 | -7/+2 | - | 2 | All | - | YRP | 37 | ※ | Total 45 | - | - | Click! |
| ||||||||||||||
Don't Miss It (K) 214K
|
40 | 250 / 120 | -7/+2 | - | 2 | All | - | YRP | 37 | ※ | Total 55 | - | - | Click! |
| ||||||||||||||
Ball Jump 1/2/3 near the ball during a jump
|
40 | 0 / 120 | -7/+2 | - | 2 | All | - | YRP | 7 | ※ | 6 | - | - | Click! |
| ||||||||||||||
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! |
| ||||||||||||||
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! |
| ||||||||||||||
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! |
| ||||||||||||||
⇒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! |
|
Gatling Table
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 |
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
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.