
Glossary
System Data Glossary | |
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Defense | The amount of damage that characters take is multiplied by this number. |
Guts | The amount of damage that characters take decreases as their life lowers. For more info see here. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
RiscGainRate | Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average. |
WakeupFaceDown | Amount of time the character is knocked down when the character is face down. |
WakeupFaceUp | Amount of time the character is knocked down when the character is face up. |
Frame Data Glossary | |||||||
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Guard | How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated. | ||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||
riscp | Risc Plus (gbp). How much the RISC Gauge increases on block. | ||||||
riscm | Risc Minus (gbm). How much the RISC Gauge decreases on hit. | ||||||
prorate | How much additional damage proration this attack has. There are two types of proration, Initial and Forced. | ||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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Roman | How this attack can be Roman Cancelled.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||
Tension | How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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※1: The additional hitstop is only applied to the receiver. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see GGXRD-R2/Frame Data |
System Data
name | defense | guts | prejump | weight | backdash | forwarddash | riscGainRate | wakeupFaceUp | wakeupFaceDown | umo |
---|---|---|---|---|---|---|---|---|---|---|
Axl Low | x1.06 | 1 | 4F | [100] Medium | 16F (1~8F invuln) | 32 | 25F | 21F |
Normal Moves
input | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
5P | 28 | 10 | 7 | Mid | 2 | S | 264 | 7 | 6 | 19 | -11 | |||
5K | 16 | 6 | 7 | Mid | 1 | S | 264 | 6 | 3 | 12 | -3 | |||
c.S | 28 | 14 | 6 | Mid | 3 | SJ | 384 | 7 | 6 | 10 | +1 | |||
f.S | 33 | -7/+10 | Mid | 2 | S | 264 | 9 | 3 | 22 | -11 | ||||
5H | 42 | 20 | 6 | Mid | 4 | S | 384 | 16 | 4 | 17 | -2 | |||
5D | 25 | 14 | 20 | Initial: 80% | High | 3 | 384 | 26 | 6 | 15 | -4 | 17-25 Foot | ||
6P | 32 | 10 | 7 | Mid | 2 | SJ | 264 | 9 | 3 | 16 | -5 | 1-11 Upper Body | ||
6K | 22,18 | 14, 10 | 4, 6 | Mid,Mid | 3,2 | SJ | 384,264 | 11 | 5(2)8 | 15 | -5 | |||
6H | 46 | 20 | 6 | Initial: 80% | High / Air | 4 | 384 | 23 | 9 | 9 | +1 | 11-31 Airborne | ||
2P | 24 | 10 | 7 | Low | 2 | S | 264 | 12 | 6 | 18 | -10 | |||
2K | 9 | 3 | 8 | Initial: 70% | Low | 0 | S | 144 | 7 | 5 | 6 | -1 | 3-15 Low Profile | |
2S | 22,18 | 10, 6 | 4, 6 | Mid | 2,1 | SJ | 528,264 | 8 | 9,6 | 15 | -5 | |||
2H | 22,18 | 10, 14 | 7, 4 | Initial: 90%, 100% | Low,Mid | 2,3 | S | 264,384 | 13 | 8,6 | 19 | -8 | ||
2D | 30 | 10 | 7 | Low | 2 | S | 264 | 8 | 10 | 12 | -8 | |||
3P | 24 | 10 | 7 | Low | 2 | S | 264 | 11 | 4 | 8 | +2 | |||
j.P | 10 | 3 | 8 | High / Air | 0 | CS | 144 | 7 | 4 | 9 | ||||
j.K | 18 | 10 | 7 | High / Air | 2 | SJ | 264 | 8 | 8 | 12 | ||||
j.S | 16,12 | 10×2 | 4, 6 | High / Air, All | 2 | S | 264×2 | 11 | 8,8 | 9 | ||||
j.H | 38 | 10 | 7 | High / Air | 2 | S | 264 | 10 | 12 | 9 | ||||
j.D | 40 | 10 | 7 | High / Air | 2 | S | 264 | 10 | 2 | 22 + 5 Landing Recovery | ||||
j.6P | 24 | 10 | 7 | Mid | 2 | S | 264 | 7 | 6 | 14 | ||||
j.6K | 24, 18 | 10×2 | 7, 6 | High / Air | 2 | S | 264 | 9 | 6,3 | 12 | ||||
j.2S | 16 | 10 | 4 | High / Air | 2 | S | 264 | 13 | 14 | 9 |
Universal Mechanics
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
Ground Throw | Ground Throw | 0,50 | NA | 6, 0 | Forced: 50% | Ground Throw: 78750 | 0 | 480 | 1 | +71 | |||||
Air Throw | Air Throw | 0,60 | NA | 6, 0 | Forced: 65% | Air Throw: 192500 | 0 | 480 | 1 | ||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | Initial: 50% | All | 2 | -5000 / 264 | 9 | 2 | 17 | -5 | 1-20F Full 21-24F Throw | ||
Blitz | Blitz Attack | 50 | Initial: 55% | Mid | 1 | (15-48)+13 | 3 | 20 | -2 | 1-Button release: Blitz | |||||
[Blitz] | Blitz Attack Max Charge | 50 | Mid | 4 | 50+13 | 3 | 20 | +5 | 1-50: Blitz |
Special Moves
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
[4]6S | Sickle Flash | 20×3 | 10 | 9 | Initial: 80% | Mid | 4 | 250 / 120×3 | 13 | 12(3 Hit) | 37 | -13 | |||
[4]6S > 8 | Melody Chain | 35 | 20 | 6 | Mid | 4 | 0 / 120 | 1 | 12 | 35 | -13 | ||||
[4]6S > 2 | Spinning Chain Strike | 26×5 | 10 | 7 | Low | 2 | 0 / 240×5 | 7 | [2(5)]×4,2 | 17 | -5 | ||||
623S | Artemis Hunter | 46 | 10 | 7 | Initial: 90% | All | 2 | 200 / 480 | 9 | 6 | 35 | -27 | 1-11 Full | ||
623K | Thunder Shadow Chain | 45 | 20 | 6 | High / Air | 4 | 200 / 480 | 28 | 4 | 13+3 After Landing | +1 | 4-Airborne | |||
41236H | Spindle Spinner | 0,80 | NA | 0, 16 | Forced: 70% | Ground Throw | 0,4 | 300 / 0,480 | 27 | 20 | 38 | +34 | |||
214P | P Heaven Can Wait (Mid) | 0,80 | NA | 0, 20 | Forced: 70% | 0,4 | 120 / 0,720 | Total 34 | +60 | 4-19 Mid and High Guard Point | |||||
214K | K Heaven Can Wait (Low) | 0,80 | NA | 0, 20 | Forced: 70% | 0,4 | 112 / 0,720 | Total 29 | +60 | 4-19 Low Guard Point | |||||
j.623H | Axl Bomber | 50 | 20 | 7 | All | 4 | 200 / 480 | 9 | 4 | 10 After Landing | |||||
214H | Sparrowhawk Stance | 150 / 0 | Maximum 188 | ||||||||||||
214H > P | High | 40 | 10 | 7 | Forced: 80% | All | 2 | 50 / 240 | 23+4 | 16 | 27 | ||||
214H > K | Mid | 32 | 10 | 7 | Forced: 80% | All | 2 | 50 / 240 | 23+5 | 19 | 26 | -21 | |||
214H > S | Low | 24 | 10 | 7 | Forced: 80% [Forced: 70%] | All | 2 | 50 / 240 | 23+8 | 21 | 16 | -16 | |||
214H > H | Cancel | Total 28 |
Overdrives
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
2363214H | Sickle Storm | 50×2,30×5 [62×2, 37×5] | 20×2, 10×5 | -6×7 | Mid | 4 | -5000 / 0 | 14+1 | 4,4(22)2×6 | 36 | -4 | 1-16 Full 17-18 Throw | |||
214214S | Shark Strike | 20,42 | 20 | 6 | Forced: 85% | Mid,All | 4 | -5000 / 0 | 3+2 | 11(8)2 | 6 | +11 |
Instant Kill
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
236236H | Amphora Conflagration | DESTROY | 14 | 6 | All | 3 | 9+15 [5+12] | 5 | 32 | -20 | 9-28 Full [5-21] Full |
Gatling Table
- 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 hit, block, or whiff

To edit frame data, edit values in GGXRD-R2/Axl Low/Data.
Answer [★]
Axl Low [★]
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Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Universal Strategy •
Misc •
Archived Information
• Patch Notes •
Changelog •
Tier Lists •
Resources •
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