Glossary
System Data Glossary | |
---|---|
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 | |||||||
---|---|---|---|---|---|---|---|
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.
| ||||||
Roman | How this attack can be Roman Cancelled.
| ||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
※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 |
---|---|---|---|---|---|---|---|---|---|---|
Elphelt Valentine | x1.03 | 0 | 3F | [105] Light | 13F (1~9F invuln) | 32 | 27F | 27F |
Normal Moves
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
5P | Mid | 0 | +2 | 5 | 3 | 5 | CSJ | 144 | 9 | -8/+3 | YRP | ||||
5K | Low | 0 | +1 | 7 | 4 | 5 | SJ | Initial: 90% | 144 | 14 | -8/+3 | YRP | |||
c.S | Mid | 3 | -6 | 5 | 5 | 18 | SJ | 384 | 24 | -6/+14 | YRP | ||||
f.S | Mid | 3 | -4 | 9 | 5 | 16 | SJ | 384 | 28 | -6/+14 | YRP | ||||
5H (1) | Mid | 3 | -12 | 11 | 1 | 28 | S | 384 | 20 | -6/+14 | YRP | ||||
5H (2-4) | Mid | 3 | -10 | 9 | 1 | 26 | 384 | 18 | -6/+6 | YRP | |||||
5H (5) | Mid | 3 | -17 | 9 | 1 | 33 | S | 384 | 18 | -6/+6 | YRP | ||||
5D | High | 2 | -8 | 24 | 6 | 16 | 26, 33-35 Foot 27-23 Lower Body | Initial: 80% | 264 | 22 | 10 | 20 | YRP | ||
6P | High | 2 | -12 | 23 | 4 | 22 | S | 1-7F Upper Body 8-24F Above Knees | Initial: 75% | 264 | 24 | 10 | 7 | YRP | |
6H | Mid | 4 | -21 | 15 | 10 | 30 | S | 18-24 Foot | Initial: 80% | 384 | 50 | 20 | 6 | YRP | |
2P | Mid | 0 | +1 | 4 | 2 | 7 | CS | Initial: 80% | 144 | 8 | -8/+3 | YRP | |||
2K | Low | 0 | -1 | 5 | 5 | 6 | S | Initial: 70% | 144 | 12 | -8/+3 | YRP | |||
2S | Mid | 2 | -10 | 8 | 6 | 18 | S | 17-28 Above Knees | Initial: 90% | 264 | 26 | -7/+10 | YRP | ||
2H | Mid | 3 | -4 | 18 | 3 (3) 3 | 18 | S | 5-17 Above Knees | Initial: 90% | 384 | 22×2 | -6/+20 | YRP | ||
2D | Low | 2 | -10 | 8 | 6 | 18 | SJ | 1-5 Above Knees | 264 | 36 | 10 | 7 | YRP | ||
j.P | High / Air | 0 | 6 | 6 | 9 | CSJ | 144 | 10 | -8/+3 | YRP | |||||
j.K | High / Air | 1 | 8 | 6 | 15 | S | 264 | 18 | -7/+6 | YRP | |||||
j.S | High / Air | 2 | 7 | 5 | 16 | SJ | 264 | 28 | -7/+10 | YRP | |||||
j.H | High / Air | 2 | 10 | 6 | 18 | S | 264 | 34 | -7/+10 | YRP | |||||
j.D | High / Air | 2 | 11 | 3 | 29 + 5 after landing | S | 264 | 38 | 10 | 7 | YR |
Universal Mechanics
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
Ground Throw | Throw: 75250 | 4 | +49 | 1 | Forced: 65% | 0,480 | 0,60 | NA | 6, 0 | R | |||||
Air Throw | Air Throw: 192500 | 4 | 1 | Forced: 65% | 0,480 | 0,60 | NA | 6, 0 | R | ||||||
DAA | All | 2 | -8 | 9 | 4 | 18 | 1-12 All 13-24 Throw | Initial: 50% | -5000/264 | 25 | 10 | 7 | |||
Blitz | Mid | 1 | -2 | (15-48)+13 | 3 | 20 | 1~Button release: Blitz | Initial: 55% | 50 | R | |||||
[Blitz] | Mid | 4 | +5 | 50+13 | 3 | 20 | 1~50: Blitz | 50 | R |
Special Moves
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
236P | 19 | 150 | Y | ||||||||||||
Berry Pine 4P | All | 0 [3] | -3 [+7] | 10 | Total: 33 | 120×2 | 0 | 2 | 8 [6] | YRP | |||||
Berry Pine 2P | All | 0 [3] | -3 [+7] | 10 | Total: 33 | 120×2 | 0 | 2 | 8 [6] | YRP | |||||
Berry Pine j.4P | All | 0 [3] | 13 | Total: 36 | 120×2 | YRP | |||||||||
Berry Pine Explosion | All | 2 | 1 | 11 | 120 | 40 | 10 | 7 | R | ||||||
Shoot Berry Pine | All | 2 | 1 | 11 | 120 | 50 | 10 | 7 | R | ||||||
Berry Pine Self-Explosion | All | 2 | 1 | 1 | Initial: 80% | 120 | Self 10 | NA | 7 | ||||||
214K | All | 3 | -7 | 14 | 12 | 12 | 7-29 Foot | Initial: 90% | 200/720 | 45 | 14 | 6 | YRP | ||
j.214K | All | 2 | +6 | 26 | Until Landing | 7 after landing | Initial: 90% | 200/720 | 40 | 10 | 7 | YRP | |||
236K | Total 28 | 1-4F Upper Body 5-11F Low Profile 12-13F Above Knees | Y | ||||||||||||
236S | 150/- | Y | |||||||||||||
Confire P/K/S/H | Mid | 3 | -14 | 3 | 3 | Total 47 | 200/120 | 35 | 2 | 6 | YRP | ||||
Confire P/K/S/H (Charged) | Unblockable | 4 | 3 | 3 | Total 47 | Initial: 65% | 200/120 | 45 | NA | 6 | YRP | ||||
Confire Fire > 46S | 39 [27] | 50 [100] | Y | ||||||||||||
Confire D | 27 | Y | |||||||||||||
236H | 14 | 50 | Y | ||||||||||||
Travailler H | All | 2 | -2 | 3 | 1 | Total 31 | Close: Initial: 90% Far: None | 100/120 | Close: 30 Far: 20 | 2 | 7 | YRP | |||
Travailler H (Charged) | All | 4 | +5 | 1 | 1 | Total 29 | 100/120 | Close: 55 Far: 35 | Close: 2 Far: 2 | Close: 9 Far: 6 | YRP | ||||
Travailler Fire > 46H | -1 [+6] | 17 | 100 | Y | |||||||||||
Travailler P | Mid | 0 | +1 | 3 | 3 | 6 | CS | 240 | 18 | 3 | 8 | YRP | |||
Travailler K | 24 | 1-10 All | Y | ||||||||||||
Travailler S | Mid | 2 | +0 | 11 | 7 | 7 | S | 7-10 Upper Body | Initial: 80% | 720 | 30 | 10 | 7 | YRP | |
Travailler D | Throw 120000 | +57 [+46] | 15 | 3 | 35 | S | 1-17 Throw | Forced: 60% | 0, 720×2 | 0, 47, 16 | NA | 6, 0×2 | RP | ||
Travailler 236H | -8 [-4] | 17 | Y |
Overdrives
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
236236K | Mid, All*5 | 4 [4,0×5] | -39 | 3+1 | 3(3)3,3,3,3,3 | 43 + 6 After landing | 1-9 All 10~ Airborne | -5000 | 20, 140 [20×6] | 20 [20,3×5] | 6 [6, 8×5] | YRP | |||
236236D | Mid, All*5 | 4 [4,0×5] | -39 | 3+1 | 3(3)3,3,3,3,3 | 43 + 6 After landing | 1-9 All 10~ Airborne | -5000 | 25, 175 [22×6] | -6[-6,-8]/+20[+20,+3×5] | YRP | ||||
632146H | All | 2 | +27 | 9+3 | Until Hit(3)15 | Total:39 | -5000 | 55, 17×5 | 10 | 7 | YRP |
Instant Kill
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Guard | level | On-Block | Startup | Active | Recovery | Cancel | Invuln | Prorate | Tension | Damage | RISC Plus | RISC Minus | Roman Cancels | |
236236H | All | 3 | -8 | 9+13 [5+9] | 4 | 21 | 9-36 All [5-28 All] | K.O. | 14 | 6 |
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/Elphelt Valentine/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information