
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 |
---|---|---|---|---|---|---|---|---|---|---|
Zato-1 | x1.09 | 0 | 3F | [100] Medium | 16F (1~7F invuln) | 32 | 25F | 22F | Flight |
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 | 9 | 3 | 8 | Initial: 90% | Mid | 0 | SJ | 144 | 5 | 4 | 7 | -1 | ||
5K | 12 | 3 | 8 | Initial: 70% | Low | 0 | SJ | 144 | 8 | 4 | 8 | -2 | ||
c.S | 30 | 10 | 7 | Mid | 2 | SJ | 264 | 9 | 5 | 9 | ±0 | |||
f.S | 20×4 | 10 | 7 | Mid | 2 | S | 120×4 | 7 | 3×4 | 20 | -9 | |||
5H | 25×3 | 10 | 6 | Mid | 4 | S | 384×3 | 13 | 2,6,3 | 15 | +1 | |||
5D | 22 | 10 | 20 | Initial: 80% | High | 2 | 264 | 25 | 3 | 24 | -13 | 1~51 Foot | ||
6P | 22×2 | 10 | 7 | Mid | 2 | SJ | 264×2 | 13 | 4,4 | 12 | -2 | 1~16 Upper Body | ||
6K | 30 | 10 | 7 | Initial: 75% | High | 2 | 264 | 23 | 5 | 14 | -5 | |||
6H | 60 | 20 | 6 | Mid | 4 | 384 | 13 | 12 | 23 | -16 | ||||
2P | 8 | 3 | 8 | Initial: 80% | Mid | 0 | S | 144 | 6 | 4 | 8 | -2 | ||
2K | 18 | 10 | 7 | Initial: 80% | Low | 2 | S | 264 | 7 | 2 | 9 | +3 | ||
2S | 24 | 10 | 7 | Mid | 2 | S | 264 | 9 | 4 | 16 | -6 | |||
2H | 50 | 20 | 6 | Mid | 4 | S | 384 | 11 | 6 | 19 | -6 | |||
2D | 20 | 10 | 7 | Low | 2 | SJ | 264 | 9 | 6 | 15 | -7 | |||
j.P | 13 | 6 | 7 | High / Air | 1 | CS | 264 | 6 | 4 | 11 | ||||
j.K | 18 | 10 | 7 | Initial: 90% | High / Air | 2 | SJ | 264 | 7 | 6 | 11 | |||
j.S | 22 | 10 | 7 | High / Air | 2 | SJ | 264 | 7 | 12 | 12 | ||||
j.H | 33 | 10 | 7 | High / Air | 2 | S | 264 | 11 | 6 | 12 | ||||
j.D | 40 | 10 | 7 | Initial: 90% | High / Air | 2 | S | 264 | 11 | 4 | 19 |
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: 65% | Ground Throw: 85750 | 0 | 0,480 | 1 | +39 | |||||
Air Throw | Air Throw | 0,60 | NA | 6,0 | Forced: 65% | Air Throw: 192500 | 0 | 0,480 | 1 | ||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | Initial: 50% | All | 2 | -5000 / 264 | 13 | 9 | 18 | -13 | 1~21 Full 22~36 Throw | ||
Blitz | Blitz Attack | 50 | Initial: 55% | Mid | 1 | (15-48)+13 | 3 | 20 | -2 | ||||||
[Blitz] | Blitz Attack Max Charge | 50 | Mid | 4 | 50+13 | 3 | 20 | +5 |
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 | |
22S | S Invite Hell | 40 | 2 | 19 | Low | 2 | 200 / 120 | 18 | 48 | Total 44 | 0 | ||||
22H | H Invite Hell | 40 | 2 | 19 | Low | 2 | 200 / 120 | 18 | 48 | Total 44 | 0 | ||||
214K | Break the Law | 13 | Total 29(Maximum 169) | 1~12 Throw 13~16~138 Full 17~20~139 Strike | |||||||||||
236P/K/S/H | Eddie Summon | 0 | Total 38 | ||||||||||||
Eddie > 236P/K/S/H | Eddie Unsummon | 0 | Total 33 | ||||||||||||
214H | Shadow Puddle Eddie Summon | Total 38 | |||||||||||||
Eddie ]P[ | Small Attack | 25 | 2 | 7 | All | 1 | 0 / 120 | 7[18] | 2 | 23 [Total 38] | [-3] | ||||
Eddie ]K[ | Traversing Attack | 20×3 | 2 | 8 | All | 2 | 0 / 120×3 | 14[25] | 29(4 Hit) | 66 [Total 38] | [+26] | ||||
Eddie ]S[ | Anti Air Attack | 50 | 2 | 6 | Mid | 4 | 0 / 120 | 9[20] | 12 | 50 [Total 38] | [+15] | ||||
Eddie ]H[ | Shadow Puddle | Total 41 | 1~35 Summon Invulnerable | ||||||||||||
Eddie ]D[ | Drill Special | 34×3 | 10 | 7 | Initial: 85% | Low / Air,Mid / Air×2 | 2 | 0 / 120×3 | 146 | 36(3 Hit) | (Summon Vanishes) | ||||
Eddie 214D | Dead Man's Hand | 0, 55 | NA | 6,0 | Forced: 50% | Ground Throw | 0 | 0 / 720 | 30 | Summon Total 77 | |||||
623S | Damned Fang | 92 | NA | 6,0 | Forced: 50% | Ground Throw: 122500 | 0 | 0 / 720 | 6 | Whiff Total: 43F | +62 | ||||
214S | Drunkard Shade | 30 | 10 | 7 | Mid | 2 | 150 / 720 | 9 | 10 | 10 | -6 | 1~18 Throw 3~18 Reflect | |||
j.41236S | Shadow Gallery | 40,25 | 14 | 6 | All | 3 | 200 / 360,600 | 7 After Landing | 6(12)3 | 24+3 After Landing | -31 | 7~Until 1st Landing Strike |
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 | |
632146H | Amorphous | 72×2 [90×2] | 10 | 7 | Mid | 2 | -5000 / 0 | 10+5 | 9(2 Hit) | 28 | -17 | 1~12 Strike [1~12 Full, 13-20 Throw] | |||
j.236236S | Executor | 14×N | 10 | 3 | All | 2 | -5000 / 0 | 8+5 | Until Corner | 0 After Landing | 8 Strike | ||||
632146S | Great White | 30×3 | 10 | 7 | Forced: 80% | All | 3 | -5000 / 0 | 6 After Searching for Opponent | 17 | Total 22 |
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 | Guzmania Magnifica | DESTROY | 14 | 6 | All | 3 | 9+21 [5+18] | 12 | 23 | -18 | 9~41 Full [5~34 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
- X[*] = X is a delayed gatling

To edit frame data, edit values in GGXRD-R2/Zato-1/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 •
• Medal of Millionaire •