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{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
==[[GGXRD-R2/ | ==[[GGXRD-R2/Frame Data|System Data]]== | ||
{{#lsth:GGXRD-R2/May/Data|SystemData}} | {{#lsth:GGXRD-R2/May/Data|SystemData}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | {| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | ||
|- | |- | ||
{{FrameDataHeader-GGXRD-R2}} | |||
|- | |- | ||
{{AttackVersion|name=5P|subtitle=}} | {{AttackVersion|name=5P|subtitle=}} | ||
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{{#lsth:GGXRD-R2/May/Data|5H Full}} | {{#lsth:GGXRD-R2/May/Data|5H Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40}} | {{Description|14|text={{ColumnList |text=*Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40}} | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|j.D Full}} | {{#lsth:GGXRD-R2/May/Data|j.D Full}} | ||
|- | |- | ||
{{Description|14|*Stun value: 66 | {{Description|14|text=*Stun value: 66 | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|6P Full}} | {{#lsth:GGXRD-R2/May/Data|6P Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*[ ] values are for partial charge, {[ ]} values are for full charge | {{Description|14|text={{ColumnList |text=*[ ] 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 | *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. | *Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter. | ||
Line 72: | Line 72: | ||
{{#lsth:GGXRD-R2/May/Data|6K Full}} | {{#lsth:GGXRD-R2/May/Data|6K Full}} | ||
|- | |- | ||
{{Description|14|*6F onwards Airborne | {{Description|14|text=*6F onwards Airborne | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|6H Full}} | {{#lsth:GGXRD-R2/May/Data|6H Full}} | ||
|- | |- | ||
{{Description|14|*[ ] values are for partial charge, {[ ]} values are for full charge | {{Description|14|text=*[ ] values are for partial charge, {[ ]} values are for full charge | ||
}} | }} | ||
|- | |- | ||
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | {| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | ||
|- | |- | ||
{{FrameDataHeader-GGXRD-R2}} | |||
|- | |- | ||
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}} | {{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}} | ||
{{#lsth:GGXRD-R2/May/Data|Ground Throw Full}} | {{#lsth:GGXRD-R2/May/Data|Ground Throw Full}} | ||
|- | |- | ||
{{Description|14|*Stun value: 27 | {{Description|14|text=*Stun value: 27 | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|Air Throw Full}} | {{#lsth:GGXRD-R2/May/Data|Air Throw Full}} | ||
|- | |- | ||
{{Description|14|*Stun value: 30 | {{Description|14|text=*Stun value: 30 | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|Blitz Attack Full}} | {{#lsth:GGXRD-R2/May/Data|Blitz Attack Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Hitstop 30F | {{Description|14|text={{ColumnList |text=*Hitstop 30F | ||
*Slighty refills own Burst and slightly drains opponent's Burst on hit | *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) | *Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH) | ||
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{{#lsth:GGXRD-R2/May/Data|Blitz Attack Max Charge Full}} | {{#lsth:GGXRD-R2/May/Data|Blitz Attack Max Charge Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Hitstop 30F | {{Description|14|text={{ColumnList |text=*Hitstop 30F | ||
*Slighty refills own Burst and slightly drains opponent's Burst on hit | *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) | *Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH) | ||
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | {| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | ||
|- | |- | ||
{{FrameDataHeader-GGXRD-R2}} | |||
|- | |- | ||
{{AttackVersion|name=Mr. Dolphin Horizontal (S) |subtitle=[4]6S|rowspan=2}} | {{AttackVersion|name=Mr. Dolphin Horizontal (S) |subtitle=[4]6S|rowspan=2}} | ||
{{#lsth:GGXRD-R2/May/Data|[4]6S Full}} | {{#lsth:GGXRD-R2/May/Data|[4]6S Full}} | ||
|- | |- | ||
{{Description|14| | {{Description|14|text= | ||
*30f charge time | *30f charge time | ||
*3F onwards Airborne | *3F onwards Airborne | ||
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{{#lsth:GGXRD-R2/May/Data|[4]6H Full}} | {{#lsth:GGXRD-R2/May/Data|[4]6H Full}} | ||
|- | |- | ||
{{Description|14| | {{Description|14|text= | ||
*30F charge time | *30F charge time | ||
*3F onwards Airborne | *3F onwards Airborne | ||
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{{#lsth:GGXRD-R2/May/Data|[2]8S Full}} | {{#lsth:GGXRD-R2/May/Data|[2]8S Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList|text= | {{Description|14|text={{ColumnList|text= | ||
*30f charge time | *30f charge time | ||
*4F onwards Airborne | *4F onwards Airborne | ||
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{{#lsth:GGXRD-R2/May/Data|[2]8H Full}} | {{#lsth:GGXRD-R2/May/Data|[2]8H Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList|text= | {{Description|14|text={{ColumnList|text= | ||
*30F charge time | *30F charge time | ||
*3F onwards Airborne | *3F onwards Airborne | ||
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{{#lsth:GGXRD-R2/May/Data|623K Full}} | {{#lsth:GGXRD-R2/May/Data|623K Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList|text= | {{Description|14|text={{ColumnList|text= | ||
*CH recovery state | *CH recovery state | ||
*Whiff Recovery: Total 44 | *Whiff Recovery: Total 44 | ||
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{{#lsth:GGXRD-R2/May/Data|41236P Full}} | {{#lsth:GGXRD-R2/May/Data|41236P Full}} | ||
|- | |- | ||
{{Description|14|*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F. | {{Description|14|text=*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|41236K Full}} | {{#lsth:GGXRD-R2/May/Data|41236K Full}} | ||
|- | |- | ||
{{Description|14|*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F. | {{Description|14|text=*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|41236S Full}} | {{#lsth:GGXRD-R2/May/Data|41236S Full}} | ||
|- | |- | ||
{{Description|14|*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F. | {{Description|14|text=*Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|41236H Full}} | {{#lsth:GGXRD-R2/May/Data|41236H Full}} | ||
|- | |- | ||
{{Description|14|*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F. | {{Description|14|text=*Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|Jump on Dolphin Full}} | {{#lsth:GGXRD-R2/May/Data|Jump on Dolphin Full}} | ||
|- | |- | ||
{{Description|14|{{ColumnList |text=*Startup is measured after touching the dolphin | {{Description|14|text={{ColumnList |text=*Startup is measured after touching the dolphin | ||
*No recovery if Dolphin Boarding hits or is blocked}} | *No recovery if Dolphin Boarding hits or is blocked}} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/May/Data|214P Full}} | {{#lsth:GGXRD-R2/May/Data|214P Full}} | ||
|- | |- | ||
{{Description|14|*Attack hitbox disappears after ball bounces 3 times | {{Description|14|text=*Attack hitbox disappears after ball bounces 3 times | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|214K Full}} | {{#lsth:GGXRD-R2/May/Data|214K Full}} | ||
|- | |- | ||
{{Description|14|*Attack hitbox disappears after ball bounces 3 times | {{Description|14|text=*Attack hitbox disappears after ball bounces 3 times | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:GGXRD-R2/May/Data|Ball Jump Full}} | {{#lsth:GGXRD-R2/May/Data|Ball Jump Full}} | ||
|- | |- | ||
{{Description|14|*Jump trajectory depends on which down input is used | {{Description|14|text=*Jump trajectory depends on which down input is used | ||
}} | }} | ||
|- | |- | ||
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | {| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | ||
|- | |- | ||
{{FrameDataHeader-GGXRD-R2}} | |||
|- | |- | ||
{{AttackVersion|name=Great Yamada Attack |subtitle=236236S<br/>[236236D]|rowspan=2}} | {{AttackVersion|name=Great Yamada Attack |subtitle=236236S<br/>[236236D]|rowspan=2}} | ||
{{#lsth:GGXRD-R2/May/Data|236236S Full}} | {{#lsth:GGXRD-R2/May/Data|236236S Full}} | ||
|- | |- | ||
{{Description|14|*Values in [] are for Burst version | {{Description|14|text=*Values in [] are for Burst version | ||
*Frame Advantage is based on May in the corner and used at point-blank range | *Frame Advantage is based on May in the corner and used at point-blank range | ||
*Tumbles for 54f on hit and 79f on CH | *Tumbles for 54f on hit and 79f on CH | ||
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{{#lsth:GGXRD-R2/May/Data|63214S Full}} | {{#lsth:GGXRD-R2/May/Data|63214S Full}} | ||
|- | |- | ||
{{Description|14|*Stun value: 0 | {{Description|14|text=*Stun value: 0 | ||
}} | }} | ||
|- | |- | ||
{{AttackVersion|name=⇒Deluxe Goshogawara Bomber |subtitle=P During Ultimate Spinning Whirlwind | {{AttackVersion|name=⇒Deluxe Goshogawara Bomber |subtitle=P During Ultimate Spinning Whirlwind}} | ||
{{#lsth:GGXRD-R2/May/Data| | {{#lsth:GGXRD-R2/May/Data|63214S>P Full}} | ||
|- | |- | ||
|} | |} | ||
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | {| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | ||
|- | |- | ||
{{FrameDataHeader-GGXRD-R2}} | |||
|- | |- | ||
{{AttackVersion|name=And Now Farewell |subtitle=During IK Mode: 236236H}} | {{AttackVersion|name=And Now Farewell |subtitle=During IK Mode: 236236H}} | ||
{{#lsth:GGXRD-R2/May/Data|IK Full}} | {{#lsth:GGXRD-R2/May/Data|IK Full}} | ||
|- | |- | ||
{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*IK Mode Activation: 71F [5F+5F] | *IK Mode Activation: 71F [5F+5F] | ||
}} | }} | ||
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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 01:22, 29 May 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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mr. Dolphin Horizontal (S) [4]6S | |||||||||||||
| |||||||||||||
Mr. Dolphin Horizontal (H) [4]6H | |||||||||||||
| |||||||||||||
Mr. Dolphin Vertical (S) [2]8S | |||||||||||||
| |||||||||||||
Mr. Dolphin Vertical (H) [2]8H | |||||||||||||
| |||||||||||||
Overhead Kiss 623K | |||||||||||||
| |||||||||||||
Applause for the Victim (P) 41236P | |||||||||||||
| |||||||||||||
Applause for the Victim (K) 41236K | |||||||||||||
| |||||||||||||
Applause for the Victim (S) 41236S | |||||||||||||
| |||||||||||||
Applause for the Victim (H) 41236H | |||||||||||||
| |||||||||||||
Dolphin Boarding Jump on Dolphin | |||||||||||||
| |||||||||||||
Don't Miss It (P) 214P | |||||||||||||
| |||||||||||||
Don't Miss It (K) 214K | |||||||||||||
| |||||||||||||
Ball Jump 1/2/3 near the ball during a jump | |||||||||||||
| |||||||||||||
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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Great Yamada Attack 236236S [236236D] | |||||||||||||
| |||||||||||||
Ultimate Whiner 63214H | |||||||||||||
Ultimate Spinning Whirlwind 63214S | |||||||||||||
| |||||||||||||
⇒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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
And Now Farewell During IK Mode: 236236H | |||||||||||||
|
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.