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==[[GGXRD-R2/ | ==[[GGXRD-R2/Frame Data|System Data]]== | ||
{{#lsth:GGXRD-R2/May/Data|SystemData}} | {{#lsth:GGXRD-R2/May/Data|SystemData}} | ||
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}} | {{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}} | ||
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{{AttackVersion|name=Mr. Dolphin Horizontal (S) |subtitle=[4]6S|rowspan=2}} | {{AttackVersion|name=Mr. Dolphin Horizontal (S) |subtitle=[4]6S|rowspan=2}} | ||
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{{AttackVersion|name=Great Yamada Attack |subtitle=236236S<br/>[236236D]|rowspan=2}} | {{AttackVersion|name=Great Yamada Attack |subtitle=236236S<br/>[236236D]|rowspan=2}} | ||
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{{AttackVersion|name=And Now Farewell |subtitle=During IK Mode: 236236H}} | {{AttackVersion|name=And Now Farewell |subtitle=During IK Mode: 236236H}} | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:GGXRD-R2/May/Data|Links}} | {{#lsth:GGXRD-R2/May/Data|Links}} | ||
{{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.}} | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[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 20:40, 30 March 2019
System Data
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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Mr. Dolphin Horizontal (S) [4]6S | |||||||||||||
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Mr. Dolphin Horizontal (H) [4]6H | |||||||||||||
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Mr. Dolphin Vertical (S) [2]8S | |||||||||||||
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Mr. Dolphin Vertical (H) [2]8H | |||||||||||||
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Overhead Kiss 623K | |||||||||||||
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Applause for the Victim (P) 41236P | |||||||||||||
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Applause for the Victim (K) 41236K | |||||||||||||
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Applause for the Victim (S) 41236S | |||||||||||||
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Applause for the Victim (H) 41236H | |||||||||||||
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Dolphin Boarding Jump on Dolphin | |||||||||||||
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Don't Miss It (P) 214P | |||||||||||||
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Don't Miss It (K) 214K | |||||||||||||
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Ball Jump 1/2/3 near the ball during a jump | |||||||||||||
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Ensenga? j.41236H |
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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Great Yamada Attack 236236S [236236D] | |||||||||||||
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Ultimate Whiner 63214H | |||||||||||||
Ultimate Spinning Whirlwind 63214S | |||||||||||||
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⇒Deluxe Goshogawara Bomber P During Ultimate Spinning Whirlwind |
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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And Now Farewell 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, 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 | |
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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.