System Data
Normal 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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5P | |||||||||||||
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5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
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5H | |||||||||||||
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2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
2H | |||||||||||||
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j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
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j.H | |||||||||||||
j.D | |||||||||||||
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6P | |||||||||||||
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6K | |||||||||||||
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6H | |||||||||||||
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j.2K | |||||||||||||
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2D | |||||||||||||
5D |
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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Mappa Hunch (P) 236P | |||||||||||||
Mappa Hunch (K) 236K | |||||||||||||
Bloodsucking Universe 63214H | |||||||||||||
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Dandy Step (P) 214P | |||||||||||||
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Dandy Step (K) 214K | |||||||||||||
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→Pilebunker (P Dandy Step) Dandy Step (P) > P | |||||||||||||
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→Pilebunker (K Dandy Step) Dandy Step (K) > P | |||||||||||||
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→Crosswise Heel Dandy Step > K | |||||||||||||
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→Under Pressure Dandy Step > S | |||||||||||||
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→→It's Late Under Pressure > H | |||||||||||||
→Helter Skelter Dandy Step > H | |||||||||||||
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Footloose Journey j.214K | |||||||||||||
Undertow 632146P |
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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Dead On Time 632146S [632146D] | |||||||||||||
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Eternal Wings 236236H | |||||||||||||
Straight-Down Dandy j.214214S | |||||||||||||
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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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All Dead | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | 2S | 5H, 6H | 5D, 2D | Jump, Sp |
2P | 5P[+], 2P[+], 6P[+] | - | 2S | - | 5D, 2D | Sp |
6P | - | - | - | - | - | - |
5K | 6P | - | - | 6H | 5D, 2D | Jump, Sp |
2K | 6P | - | - | - | 5D, 2D | Sp |
6K | - | - | - | - | - | - |
c.S | 6P | 6K | f.S | 6H | 5D, 2D | Jump, Sp |
f.S | - | - | - | 6H[+] | 5D | Jump, Sp |
2S | 6P | - | - | 2H | 5D, 2D | Jump, Sp |
5H | - | - | - | 2H | 5D, 2D | Jump, Sp |
2H | - | - | - | - | - | - |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | - |
P | K | S | H | D | Cancel | |
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j.P | j.P[+] | j.K[+], j.2K | j.S | j.H | j.D | Sp |
j.K | j.P | j.2K | j.S | - | j.D | Jump, Sp |
j.S | - | j.K, j.2K | - | j.H | - | Jump, Sp |
j.H | - | j.2K | - | - | j.D | Sp |
j.D | - | j.2K | - | - | - | Jump, Sp |
j.2K | - | - | - | - | - | Sp |
- 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)
Backdash Cancel (BDC)
Cancel Frame | Invul Transferred to Jump |
---|---|
1-12 | 4 |
13 | 3 |
14 | 2 |
15 | 1 |
16+ | 0 |
Cancel Frame | Invul Transferred to Special/Super |
---|---|
1 | 7 |
2-9 | 6 |
10 | 5 |
11-12 | 4 |
13 | 3 |
14 | 2 |
15 | 1 |
16+ | 0 |
- Cancel Frame is the frame where the cancel takes place after the backdash starts. For BDC Jump, Cancel Frame is the frame when the jump input is made. For BDC Specials, Cancel Frame is the frame when the special/super is completed after canceling backdash into jump.
- BDC Special data assumes that the special input is completed on the 1st frame of jump startup. If the special input is completed after the 1st frame of jump startup, fewer invulnerability frames are transferred to the special.
To edit frame data, edit values in GGXRD-R2/Slayer/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.