GGReload/Eddie/Frame Data

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< GGReload‎ | Eddie
Revision as of 18:12, 12 June 2019 by Shtkn (talk | contribs)

System Data

Defense Modifier: x 1.06

Guts Rating: 0

Weight:

Stun Resistance: 60

Jump Startup: 3

Backdash Time: 16 / Invul: 1-7

Wake-Up (Face Up/Down): /


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 9 1.4 - - 1 Mid CSJR 5 4 7 -1
  • Initial proration 90%
5K 12 1.4 - - 1 Low SJR 6 4 8 -2
  • Initial proration 70%
c.S 30 2.6 - - 3 Mid SJR 9 5 9 ±0
f.S 20*4 2.6 - - 3 Mid SR 7 3*4 20 -9
  • Hitstop 6F
5H 25*3 3.8 - - 5 Mid SR*2, R 14 2,6,3 15 +1
  • Each hit staggers opponent on CH (max 41F)
  • Hitstop 7F
5D 18 2.6 - - 3 High R 24 3 24 -13
  • 1F onwards Foot inv
6P 22*2 2.6 - - 3 Mid SJR 13 4,4 12 -2
  • 1-16F Upper body inv
  • Dizzy modifier x3
6K 30 2.6 - - 3 High RF 23 5 12 -3
  • Staggers opponent on hit (max 35F)
  • Initial proration 75%
6H 60 3.8 - - 5 Mid R 13 12 23 -16
  • Floats opponent on hit
  • Knocks down opponent on CH
2P 8 1.4 - - 1 Mid CSR 5 4 8 -2
  • Initial proration 80%
2K 18 2.6 - - 3 Low SR 7 2 9 +3
  • Initial proration 80%
2S 18 2.6 - - 3 Mid SR 9 4 16 -6
2H 24 3.8 - - 5 Mid SR 11 6 19 -6
  • Floats opponent on hit
  • Knocks down opponent on CH
2D 20 2.6 - - 3 Low SJR 9 6 15 -7
j.P 13 1.4 - - 1 High, Air CSR 8 4 16 -
j.K 18 2.6 - - 3 High, Air SJR 5 8 6 -
j.S 22 2.6 - - 3 High, Air SR 7 12 12 -
j.H 40 2.6 - - 3 High, Air SR 11 6 12 -
j.D 55 2.6 - - 3 High, Air SR 11 4 19+5L -
  • Floats opponent on hit
  • Knocks down opponent on CH
Ground Throw 50 - - - - Throw: 49 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
DAA 25 2.6 - - 3 All R 13 9 18 -13
  • 1-21F Full inv
  • 22-36F Throw inv
  • Floats opponent on hit
  • Knocks down opponent on CH
  • Initial proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Break the Law
214K
- - - - - - - - - - -
  • Eddie is underground 13F onwards
  • Time spent underground 1-59F: Total recovery 11F, full inv 1-7F
  • Time spent underground 60-121F: Total recovery 15F, full inv 1-6F
  • Time spent underground 122F: Total recovery 24F, full inv 1-6F
Flight
7/8/9 while airborne
- - - - - - - - - - -
  • Max duration 91F
Damned Fang
623S
92 - - - - Throw: 70 Pixels - 7 1 - -
  • 1-7F Throw inv
  • Total recovery on whiff: 24F
  • Initial proration 50%
Drunkard Shade
214S
30 1.5/7.2 - - 3 Mid R 9 10 10 -6
  • 1-18F Throw inv
  • Wall bounces opponent on CH
  • 3-18F Reflects projectiles
Shadow Gallery
j.41236S
25,50 2.0/6.0 - - 4 Mid RF 15~ 6(12)3 24+3L -13
  • Fastest startup possible is 15F
  • 2nd hit knocks down opponent
  • 7F-Reappear Strike inv
  • After reappearing, 1-12F above feet inv
  • On crouch block, frame adv is -31F
S Invite Hell
22S
40 2.0/1.2 - - 3 Low, Air - 18 48 Total 42 +2
  • Knocks down opponent on ground hit
  • If Eddie gets hit, hitbox disappears 1F afterwards
  • Can not perform another Invite Hell for 22F after first one disappears
H Invite Hell
22H
40 2.0/1.2 - - 3 Low, Air F 18 36 Total 42 +2
  • Knocks down opponent on ground hit
  • If Eddie gets hit, hitbox disappears 1F afterwards
  • Can not perform another Invite Hell for 22F after first one disappears
Shadow Summon
236P/K/S/H
- -/1.2 - - - - - - - Total 38 -
  • Shadow appears on 12F
  • Eddie is in CH state during entire move
  • Shadow Gauge gradually decreases while Shadow is idle (max 600F)
  • When completely emptied, Shadow gauge takes 446F to completely refill
  • Repeating the command when shadow is summoned unsummons the Shadow (total 29F)
  • When unsummoning Shadow, Shadow's hurtbox disappers 7F after the command is input
  • Shadow Gauge turns white and recovers from empty to full in 120F after unsummon
Traversing Attack
]P[ with Shadow
25 -/1.2 - - 2 All - 7 2 16 -
  • Hitstop 6F
  • Costs as much Shadow Gauge as staying idle for 73F
Small Attack
]K[ with Shadow
20*3 -/1.2 - - 3 All - 14 29 25 -
  • Hitstop 6F
  • Costs as much Shadow Gauge as staying idle for 180F
Anti-Air Attack
]S[ with Shadow
50 -/1.2 - - 5 Mid - 9 12 31 -
  • Floats opponent on hit
  • Costs as much Shadow Gauge as staying idle for 120F
Overhead Attack
]D[ with Shadow
25 -/1.2 - - 2 High, Air - 19 16 22 -
  • 1-3F Full inv for Shadow
  • Initial proration 70%
  • Costs as much Shadow Gauge as staying idle for 451F
Drill Special
]H[ with Shadow
34*3 -/1.2 - - 3 Low, Air, All*2 - 147 36 - -
  • Floats opponent on hit
  • Shadow transforms in 13F
  • Costs the entire Shadow Gauge
  • Shadow Gauge begins to refill 6F before attack becomes active

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Amorphous
632146H
82*2 - - - 3 Mid - 8+8 6,3 28 -17
  • 1-17F Full inv
  • 18-29F Throw inv
  • Floats opponent on hit
  • Hitstop 0F
Megalith Head
632146S with Shadow
44*3 - - - 5 All - 5+5 3*3 30 +7
  • 1-9F Strike inv
  • Knocks down opponent on hit
  • Hitstop 7F
  • Costs the entire Shadow Gauge
Executor
j.236236S
16*30 - - - 3 All R 8+5 Until Wall Until L -
  • Knocks down opponent on hit
  • Hitstop 6F
  • Rushing hits have hitstop 9F

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Black in Mind
in IK mode: 236236H
DESTROY - - - - Mid - 9+4 16 16 -13
  • IK Mode activation time: 68F
  • During IK activation: above knees invincible 9~60F
  • During IK attack: strike invincible 9~28F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H - Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D Jump, Sp
2K - - f.S 2H, 6H - Sp
6K - - - - - Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Sp
2H - - - - 2D Sp
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H - Jump, Sp
j.S - - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc