
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 |
---|---|---|---|---|---|---|---|---|---|---|
Dizzy | x1.06 | 1 | 3F | [105] Light | 16F (1~9F invuln) | 28 | 25F | 24F | 2 Air Dashes |
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 | 10 | 3 | 8 | Mid | 0 | CSJ | 144 | 5 | 2 | 12 | -4 | |||
5K | 16 | 10 | 7 | Mid | 2 | SJ | 264 | 7 | 4 | 14 | -4 | |||
c.S | 24 | 10 | 7 | Mid | 2 | SJ | 264 | 6 | 2 | 11 | +1 | |||
f.S | 32 | 10 | 7 | Mid | 2 | SJ | 264 | 9 | 6 | 21 | -13 | |||
4S | 20×5 | 10 | 6 | Mid | 3 | S | 264 | 8 | 2×7 | 12 | -1 | |||
5H | 38 | 14 | 6 | Mid | 3 | S | 384 | 13 | 6 | 15 | -4 | |||
5D | 20 | 14 | 20 | Initial: 80% | High | 3 | 384 | 27 | 14 | 15 | -12 | |||
6P | 26 | 10 | 7 | Mid | 2 | S | 264 | 10 | 4 | 19 | -9 | 1~13f Upper Body | ||
6H | 48 | 20 | 6 | Mid | 4 | S | 384 | 14 | 7 | 34 | -22 | |||
6H Max Charge | 56 | 20 | 6 | High | 4 | S | 384 | 33 | 7 | 34 | -22 | |||
2P | 8 | 3 | 8 | Initial: 80% | Mid | 0 | CS | 144 | 6 | 3 | 9 | -2 | ||
2K | 18 | 6 | 7 | Initial: 70% | Low | 1 | S | 264 | 7 | 4 | 9 | -1 | ||
2S | 28 | 10 | 7 | Mid | 2 | SJ | 264 | 7 | 3 | 22 | -11 | |||
2H | 36×2 | 20 | 6 | Mid | 4 | SJ | 384 | 15 | 2, 4 | 25 | -10 | |||
2D | 34 | 20 | 6 | Initial: 85% | Low | 4 | S | 384 | 12 | 3 | 33 | -17 | 9~11F Above Knees 12~14F Low Profile 15~35F Above Knees | |
j.P | 12 | 3 | 8 | Initial: 90% | High/Air | 0 | CSJ | 144 | 6 | 4 | 10 | |||
j.K | 16 | 6 | 7 | Initial: 90% | High/Air | 1 | SJ | 264 | 7 | 6 | 12 | |||
j.S | 28 | 10 | 7 | High/Air | 2 | SJ | 264 | 9 | 4 | 16 | ||||
j.H | 36 | 14 | 6 | High/Air | 3 | S | 384 | 10 | 4 | 28 | ||||
j.D | 30, 40 | 14 | 6 | High/Air | 3 | S | 384 | 8 | 10, 4 | 16 |
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: 75250 | 0, 480 | 1 | +72 | ||||||
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 | 10 | 4 | 19 | -9 | 1~13F Full | ||
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 | |
236S | I Use This to Catch Fish | 45 | 2 | 8 | Initial: 90% | All | 2 | 200/120 | 13 | 8 | Total 62 | -23 | |||
236H | For Searing Cod... | 50 | 2 | 8 | Inital: 90% | All | 2 | 200/120 | 26 | 8 | Total 63 | -11 | |||
421S | I Use This to Pick Fruit | 25, 40 | 2 | 7 | All | 2, 2 | 250/120 | 22 | 18 (15) until fullscreen | Total 37 | +11 | ||||
421H | For Roasting Chestnusts | 25, 40, 25 | 2 | 7 | All | 2, 1, 2 | 250/120 | 36 | 18 (17) until fullscreen (7)4 | Total 48 (uncharged) | +14 | ||||
214P | P We Talked a Lot Together | 10×3 | 2 | 8 | All | 0 | 100/120 | 60 | 3 (33) 3 (33) 3 | Total 36 | |||||
214K | K We Talked a Lot Together | 10×2 | 2 | 8 | All | 0 | 100/120 | 69 | 3 (43) 3 | Total 36 | |||||
j.214P | Air P We Talked a Lot Together | 10×3 | 2 | 8 | All | 0 | 100/120 | 60 | 3 (33) 3 (33) 3 | Total 45 | |||||
j.214K | Air K We Talked a Lot Together | 10×2 | 2 | 8 | All | 0 | 100/120 | 69 | 3 (43) 3 | Total 45 | |||||
214S | S We Fought a Lot Together | 45 | 2 | 7 | All | 2 | 100/120 | 73 | 41 | Total 36 | |||||
j.214S | Air S We Fought a Lot Together | 45 | 2 | 7 | All | 2 | 100/120 | 53 | 41 | Total 45 | |||||
214H | H We Fought a Lot Together | 45 | 2 | 7 | All | 2 | 100/120 | 73 | 36 | Total 36 | |||||
j.214H | Air H We Fought a Lot Together | 45 | 2 | 7 | All | 2 | 100/120 | 53 | 36 | Total 45 | |||||
214D | D We Fought a Lot Together | 100/- | Total 36 | ||||||||||||
j.214D | Air D We Fought a Lot Together | 100/- | Total 45 | ||||||||||||
214D Counterattack | D We Fought a Lot Together (Counterattack) | 40 | 2 | 6 | All | 4 | -/120 | 21 | 7 | ||||||
236P | For Putting Out the Light | 30 | 2 | 7 | Initial: 90% | All | 2 | 200/120 | 17 | 36 | Total 50 | -14 | |||
236K | The Light Was So Small In the Beginning | 20×3 | 2 | 8 | Initial: 90% | All | 0 | 200/120 | 33 | 49 | Total 54 | +9 | |||
j.236P | Please Leave Me Alone | 30 | 2 | 7 | All | 2 | 100/120 | 12 | 4 | Total 24 | |||||
j.236K | What happens When I'm TOO Alone | 30 | 2 | 7 | All | 2 | 100/120 | 29 | 10 | Total 29 |
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 | |
632146S | Imperial Ray | 35×7 [43×7] | 2 | 9 | All | 2 | -5000 | 7+1 | 10×7 | Total 32 | +49 | 5~6F Strike 7F Full [1~8F Full] | |||
632146P | Don't Be Overprotective | 100 | 20 | 6 | Forced: 40% | All | 4 | -5000 | 14+2 | 5 | 20 | -6 | 1~14F Full 15~20F Strike | ||
64641236H | Gamma Ray | 13×2, 16×32 | 2×33 | 6, 4×32 | Initial: 150% | All | 4 | -10000 | 13+6 | 6(24)6(35)46 {32 hit} | 72 | -61 |
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 | Emotional Gamma Ray | SURRENDER | 14 | 6 | All | 3 | 22+5 [10+5] | 14 | 15 | -12 | 22~40F Full [10~28F 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/Dizzy/Data.
Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
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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