GGXRD-R2/Answer/Frame Data

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< GGXRD-R2‎ | Answer
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System Data


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P


5K


c.S


  • 1st and 2nd hit has hitstop 6F
f.S


5HS


5D


6P


6K


6K
Feint


6HS


2P


2K


2S


2HS


  • Forces standing on ground hit
2D


j.P


j.K


j.S


  • Each hit has hitstop 6F
j.HS


j.D


Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw


  • Stun value 30
Air Throw


  • Stun value 30
Dead Angle Attack


Blitz Attack


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
S Business Ninpo: Caltrops
236S


  • Card appears on 19F
H Business Ninpo: Caltrops
236H


  • Card appears on 21F
Business Ninpo: Under the Rug
22S/H


  • Reappears on 13F?
Business Ninpo: Under the Bus
421S/H


  • Attack only appears if the corresponding Business Card is deployed
Savvy Ninpo: Request for Approval
214P/K/S/H


  • Scrolls appear on 7F
Air Savvy Ninpo: Request for Approval
j.214P/K/S/H


  • Scrolls appear on 7F
Savvy Ninpo: Seal of Approval
Move to Request for Approval


  • Can cancel into followups 8~121F
Cancel Seal of Approval
Seal 22


Savvy Ninpo: Data Logging (Catch)
Seal P


  • Automatically cancels into Down the Ladder if this guards an attack
  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Down the Ladder
Seal K


  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Stepping Down
Seal S


Savvy Ninpo: Into My Office
Seal H


  • Values in [ ] mean when this attack is performed from low height
Savvy Ninpo: Safety Net
Seal D


  • Can cancel into all Seal followups on hit/block/whiff except another Safety Net
  • Values in [ ] mean when this attack is performed from low height
Resshou
46P


  • Only attacks if opponent is in range.
  • When not in range, recovery is 8F
  • When in range, recovery is 14F
Savvy Ninpo: Data Logging (Catch)
22P


Air Savvy Ninpo: Data Logging (Catch)
j.22P


Savvy Ninpo: Data Logging (Attack)


Air Savvy Ninpo: Data Logging (Attack)


  • Attack begins during opponent's Hitstop?
Savvy Ninpo: Tax Write-off
623K


  • Stun value 15, 62
Air Savvy Ninpo: Tax Write-off
j.623K


  • Stun value 62

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Dead Stock Ninpo: Firesale
632146S
[632146D]


  • [ ] values are for Burst version
  • Hits 1-10 have 0F hitstop
  • Startup of hit above Answer has startup 10F, damage 20 [25]
Air Dead Stock Ninpo: Firesale
j.632146S


  • Hits 1-10 have 0F hitstop
  • Frame Adv listed is when performed from lowest possible height
Business Ultimate Ninpo: All Hands
236236K


  • 0F hitstop for all followup hits
  • Stun value 40,7*9,25

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Summoner: The Basilisk
During IK Mode: 236236HS


  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 90F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, SP
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 2D SP
6P - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D SP
5K 6P 6K c.S, f.S, 2S 2H 5D, 2D Jump, SP
2K 6P 5K, 6K c.S, f.S, 2S 2H 5D, 2D SP
6K - - - 6H - Jump, SP
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, SP
f.S - - 2S 5H, 2H 2D SP
2S - - - 5H, 2H, 6H 5D SP
5H - - - - 5D Jump, SP
2H - 6K - - 5D, 2D Jump, SP
6H - - - - - SP
5D - - - - - Homing Jump, Homing Dash
2D - - - - - 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 j.D Jump, SP
j.S j.P - - j.H j.D Jump, SP
j.H - - - - - SP
j.D - - - - - SP
  • 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 whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGXRD-R2/Answer/Data.

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