Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
System Data
Defense | |
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Guts | |
Weight | |
Stun Resistance | |
Prejump | |
backdash | |
Wakeup |
Normal Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
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2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
1H | |||||||||||||
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2H | |||||||||||||
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3H | |||||||||||||
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j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
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6P | |||||||||||||
6H | |||||||||||||
6HH | |||||||||||||
2D | |||||||||||||
5D |
Universal Mechanics
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Ground Throw | |||||||||||||
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Air Throw | |||||||||||||
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Dead Angle Attack | |||||||||||||
Blitz Attack | |||||||||||||
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Blitz Attack Max Charge | |||||||||||||
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Special Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Special Movement 1(Crouch Walk) 1 or 3 | |||||||||||||
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Special Movement 2(Air Hang) Double Jump | |||||||||||||
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→Air Movement Air Hang > direction | |||||||||||||
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Dash 66 | |||||||||||||
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Task A 236P | |||||||||||||
Aerial Task A j.236P | |||||||||||||
Deja Vu (Task A) 214P | |||||||||||||
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Deja Vu (Aerial Task A) j.214P | |||||||||||||
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Task A’ 236K | |||||||||||||
Aerial Task A’ j.236K | |||||||||||||
Deja Vu (Task A’) 214K | |||||||||||||
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Deja Vu (Aerial Task A’) j.214K | |||||||||||||
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Task B 236S | |||||||||||||
Aerial Task B j.236S | |||||||||||||
Deja Vu (Task B) 214S | |||||||||||||
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Deja Vu (Aerial Task B) j.214S | |||||||||||||
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Task C 236H | |||||||||||||
Aerial Task C j.236H | |||||||||||||
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Deja Vu (Task C) 214H | |||||||||||||
Deja Vu (Aerial Task C) j.214H | |||||||||||||
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Icon Properties | |||||||||||||
Deja Vu | |||||||||||||
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Air Deja Vu | |||||||||||||
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Overdrives
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Sinusoidal Helios 632146H [632146D] | |||||||||||||
Values in [ ] are for Burst version | |||||||||||||
Hemi Jack 632146S | |||||||||||||
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Instant Kill
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Theater Of Pain During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6P | - | - | c.S | 2H, 6H | - | Sp |
5K | - | - | c.S, f.S, 2S | 5H, 1H/2H/3H, 6H | 5D, 2D | Jump, Sp |
2K | - | - | c.S, f.S, 2S | 1H/2H/3H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 1H/2H/3H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H, | - | Jump, Sp |
2S | - | - | - | 5H, 1H/2H/3H | 5D, 2D | Sp |
5H | - | - | - | 2H | 5D, 2D | Jump (2nd hit), Sp |
1H/2H/3H | - | - | - | - | - | Jump, Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Jump, 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 | - | - | - | - | - | - |
- 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)
To edit frame data, edit values in GGXRD-R2/Bedman/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.