
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 |
---|---|---|---|---|---|---|---|---|---|---|
Baiken | x1.12 | 4 | 3F | [105] Light | 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 | 8 | 3 | 8 | Mid | 0 | CSJ | 144 | 5 | 2 | 6 | +2 | |||
5K | 14 | 6 | 7 | Mid | 1 | SJ | 264 | 7 | 5 | 8 | -1 | |||
c.S | 28 | 10 | 7 | Mid | 2 | SJ | 264 | 9 | 2 | 16 | -4 | |||
f.S | 30 | 10 | 7 | Mid | 2 | SJ | 264 | 9 | 6 | 15 | -7 | |||
5H | 44 | 20 | 6 | Mid | 4 | S | 384 | 11 | 2 | 22 | -5 | |||
5D | 20 | 20 | 20 | Initial: 80% | High | 4 | - | 384 | 25 | 2 | 26 | -9 | ||
6P | 30 | 10 | 7 | Mid | 2 | SJ | 264 | 9 | 7 | 15 | -8 | 1-4 Upper Body 5-8 Above knee 9-11 Low profile | ||
6K | 24 | 14 | 6 | Mid | 3 | S | 384 | 12 | 9 | 6 | +2 | 1-11 Throw | ||
6H | 52 | 20 | 6 | Mid | 4 | S | 384 | 14 | 8 | 28 | -17 | |||
2P | 8 | 3 | 8 | Initial: 80% | Mid | 0 | CS | 144 | 6 | 3 | 7 | ±0 | ||
2K | 12 | 3 | 8 | Initial: 70% | Low | 0 | S | 144 | 5 | 5 | 6 | -1 | ||
2S | 32 | 10 | 7 | Mid | 2 | S | 264 | 11 | 3 | 13 | -2 | |||
2H | 48 | 20 | 6 | Low | 4 | S | 384 | 17 | 6 | 22 | -9 | 10~42F Above knees | ||
2D | 30 | 10 | 7 | Initial: 80% | Low | 2 | SJ | 264 | 8 | 9 | 16 | -11 | ||
j.P | 10 | 12 | 8 | High/Air | 0 | CS | 144 | 5 | 8 | 10 | ||||
j.K | 18 | 10 | 7 | High/Air | 2 | SJ | 264 | 7 | 8 | 12 | ||||
j.S | 32 | 10 | 7 | High/Air | 2 | S | 264 | 8 | 7 | 19 | ||||
j.H | 40 | 20 | 6 | High/Air | 4 | S | 384 | 15 | Until L | 0 | ||||
j.D | 38 | 14 | 7 | High/Air | 3 | 384 | 12 | 3 | 26 + 6 after landing |
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, 60 | NA | 6, 0 | Forced: 50% | Ground Throw: 70000 | 0 | 0, 480 | 1 | +66 | |||||
Air Throw | Air Throw | 0,60 | NA | 6, 0 | Forced: 65% | Air Throw: 192500 | 0 | 0, 480 | 1 | ||||||
DAA | Dead Angle Attack | 25 | Initial: 50% | All | 2 | -5000 / 264 | 11 | 7 | 15 | -8 | 1~17 All | ||||
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 | 1~50F: 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 | |
236K | Tatami Gaeshi | 40 | 2 | 7 | All | 2 | 250/120 | 15 | 17 | Total 45 | -4 | ||||
j.236K | Air Tatami Gaeshi | 40 | 2 | 7 | All | 2 | 250/120 | 20 | Until Ground | Until landing + 12 | Up to +19 | ||||
Ground Azami | Azami | 0/100 | 1 | 12~100 | Total 34~122 | Parry 1~100F | |||||||||
Guard > Ground Azami | Azami (Guard) | 0/100 | 1 | 3 | Total 46 | Parry 1-3~8F | |||||||||
Ground Azami > P | Kuchinashi | 42 | 3 | 7 | Initial: 70% | Mid | 2 | 150/360 | 12 | 6 | 32+6 after landing | -34 | 1-11f Upper Body | ||
Ground Azami > K | Mawarikomi | 250/- | Total 30 | Azami: 1~16F All | |||||||||||
Ground Azami > S | Sakura | 30 | 20 | 6 | Mid | 4 | 150/360 | 17 | 2 | Azami: 31 Suzuran: 25 | Azami: -14 Suzuran: -8 | Azami: 1~18F Strike | |||
Ground Azami > H | Rokkonsogi | 40 | 20 | 6 | Azami: Initial 85% | Mid | 4 | 150/360 | 13~23 | 4 | Azami: 24 Suzuran: 17 | Azami: -9 Suzuran: -2 | |||
Ground Azami > D | Yashagatana | 25 | 2 | 8 | All | 0 | 150/120 | 33 | Total 48 | +5 | |||||
Air Azami | Air Azami | -/100 | 1 | 11~100 | Total 35~124 + 10 after landing | Parry 1~100F | |||||||||
Guard > Air Azami | Air Azami (Guard) | -/100 | 1 | 3 | Total Until Landing + 6 | Parry 1~3F | |||||||||
Air Azami > P | P Tsubaki | 44 | 10 | 7 | Initial: 80% | All | 2 | 150/480 | 9 | 11 | 16 | ||||
Air Azami > K | K Tsubaki | 44 | 10 | 7 | Initial: 80% | All | 2 | 150/480 | 14 | 10 | 16 | ||||
Air Azami > S | S Kikyou | 40 | 10 | 7 | Initial: 80% | All | 2 | 200/480 | 19 | Until Landing | Until L+26 | -15 | |||
Air Azami > H | H Kikyou | 40 | 10 | 7 | Initial: 80% | All | 2 | 200/480 | 22 | Until Landing | Until L+26 | -15 | |||
63214K | Suzuran | 200/- | Total 28 | 4~25F Guard High | |||||||||||
41236S | S Kabari | 30 | 14 | 6 | Mid | 3 | 100/480 | 26 | 11 | 14 | +2 | ||||
41236H | H Kabari | 30 | 14 | 6 | Mid | 3 | - | 100/480 | 21 | 11 | 14 | +2 | |||
Kabari > P | Himawari | 0, 70 | NA | 6, 8 | Initial:70% | Ground Throw: 90000 | -/480 | 36 | 1 | 53 | +86 | ||||
Kabari > S | Tetsuzansen | 36 | 14 | 6 | Mid | 3 | 200/960 | 22 | 3 | 16 | -2 | 1-8 All 9-21 Throw | |||
Kabari > H | Rokkonsogi | 30 | 14 | 6 | Mid | 3 | 150/960 | 14 | 3 | 21 | -7 | ||||
j.623S | Youzansen | 44 | 10 | 7 | High/Air | 2 | 100/480 | 6 | 12 | 14+ 6 after Landing | -17 |
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 | |
236236S | 45×2,55 [56×2,68] | 20 | 6 | Mid | 4 | -5000/0 | 6+1 | 6(18)6(26)3 | 23 | -7 | 1~7F All | ||||
Azami > 236236H | Metsudo Kushoudou | 80, 70 | 20 | 6 | All | 4 | -5000/0 | 6+1 | 3 | 35+21 after L | -40 | 1~9F All |
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 | Garyo Tensei | DESTROY | 14 | 6 | All | 3 | 9+27 [5+22] | 16 | 38 | -37 | 9~51F All [5~42F All] |
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
Changelog
streamable.com hitboxes are at 50% speed and are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 16.08.2019, alt src: https://mega.nz/#F!EqpwVSKK!9WPqf5CdKE9RFUsJ018_Zg missing: Guard > Azami; Blitzshield(not charged), Dead Angle Attack

Answer [★]
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Bedman [★]
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Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
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May [★]
Millia Rage [★]
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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 •
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Resources •
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