GGXRD-R2/I-No/Frame Data

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System Data

Defense:x1.06
Guts:1
Weight:[105] Light
Stun Resistance:55
Prejump:3F
Backdash:16F (1~8F invuln)
Wakeup Time:24F (Face Up) / 20F (Face Down)
Unique Movements:Hoverdash, Hoverdash->Vertical Dash (663)


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 12 Mid 4 4 6 ±0 - -8/+3 - CSJ YRP 144 0 Click!
5K 20 Mid 7 7 12 -7 - -7/+6 - SJ YRP 264 1 Click!
c.S 34 Mid 6 2 12 ±0 - -7/+10 - SJ YRP 264 2 Click!
f.S 28 Mid 11 8 12 -6 - -7/+10 - S YRP 264 2 Click!
  • Staggers opponent. Max duration 29F, Frame Adv: -4 to +11
5H 38 Mid 13 4 18 -3 - -6/+20 - SJ YRP 384 4 Click!
2P 10 Mid 5 2 5 +3 - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 15 Low 5 2 8 ±0 - -8/+3 Initial: 75% S YRP 144 0 Click!
2S 28 Mid 9 2 17 -5 - -7/+10 - S YRP 264 2 Click!
2H 35 Mid 11 2 11 +6 - -6/+20 - S YRP 384 4 Click!
j.P 18 High / Air 5 5 12 - - -8/+3 - CS YRP 144 0 Click!
j.K 13 High / Air 5 12 18 - - -7/+6 Initial: 90% S YRP 264 1 Click!
j.S 23 High / Air 8 6 23 - - -7/+10 - SJ YRP 264 2 Click!
j.H 35 High / Air 12 6 24 - - -7/+10 - S YRP 264 2 Click!
j.D 40 High / Air 16 5 20 + 9 After Landing - - -7/+10 Initial: 80% SJ YRP 264 2 Click!
6P 32 Mid 9 3 21 -10 1~4 Upper Body
5~11 Above Knees
-7/+10 Initial: 90% S YRP 264 2 Click!
6S 30 Mid 13 8 15 -9 - -7/+10 - S YRP 264 2 Click!
  • Staggers opponent on counter hit. Max duration 29F, Frame adv: -9~+6
6H 20,45 Mid 5 4(12)8 17 -6 - -6/+14,+20 Initial: 80%,― S YRP 384*2 3,4 Click!
2D 26 Low 10 3 18 -7 - -7/+10 - S YRP 264 2 Click!
5D 25 High 26 12 9 -7 - -20/+10 Initial: 80% - YRP 264 2 Click!
  • On YRC, becomes a projectile attack that can be blocked Mid

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 0,60 Ground Throw: 78750 1 - - +54 - -6,-0/NA Forced: 65% - R 480 0,2 Click!
  • Stun: 30
Air Throw 0,60 Air Throw: 201250 1 - - - - -6,-0/NA Forced: 65% - R 480 0,4 Click!
  • Stun: 30
Dead Angle Attack 25 All 11 3 25 -14 1~13 Full
14~33 Throw
-7/+10 Initial: 50% - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • 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
50 Mid 50+13 3 20 +5 1~50: Blitz - - - R - 4 Click!
  • 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
Hover Dash
66
- - - - - - - - - - Y - - Click!
  • Can use moves at 9F
Hover Dash > Air Dash
Hover > 66
- - - - - - - - - - Y - - Click!
  • Can use moves at 7F
Antidepressant Scale
214P
12×n All 18 Until Corner Total 50 -12 - -8, -7×N/+3×N - - YRP 250 / 120×n 0,1×n Click!
  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Antidepressant Scale (Aerial)
j.214P
12×n All 15 Until Corner Until Landing - - -8, -7×N/+3×N - - YRP 250 / 120×n 0,1×n Click!
  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Stroke the Big Tree (S)
41236S
40 Low 20 2 17 ±0 3~19 Above Knees
6~15 Throw
-6/+20 - - YRP 200 / 720 4 Click!
  • Staggers opponent on ground hit. Max duration 51F, Frame Adv: +7 to +33
Stroke the Big Tree (H)
41236H
40 Low 28 2 14 +3 5~27 Above Knees
11~23 Throw
-6/+20 Initial: 90% - YRP 200 / 720 4 Click!
Sultry Performance (P)
j.236P
30 High / Air 14[53] Until Landing 15 - - -7/+10 - - YRP 200 / 480 2 Click!
  • [ ] Indicates max charge startup
  • On hit/block, can cancel into air dash or Ultimate Fortissimo after 8F
Sultry Performance (K)
j.236K
30 High / Air 13[52] Until Landing 12 - - -7/+10 Initial: 85% - YRP 200 / 480 2 Click!
  • [ ] Indicates max charge startup
Sultry Performance (S)
j.236S
30 High / Air 13[52] Until Landing 14 - - -19/+10 Forced: 70% - YRP 200 / 480 2 Click!
  • [ ] Indicates max charge startup
Sultry Performance (H)
j.236H
20×3 All 10[50] 32(3 Hit) 10 After Landing - - -7/+10 - - YRP 200 / 480 2 Click!
  • [ ] Indicates max charge startup
Chemical Love
214K
35 All 11 10 13+8 After Landing +3 1~Airborne -6/+2 - - YRP 250 / 120 4 Click!
Chemical Love (Aerial)
j.214K
35 All 11 10 12 After Landing - - -6/+2 - - YRP 250 / 120 4 Click!
→Chemical Love (Followup)
Chemical Love > 214S
25 All 13 - 9 After Landing - - -8/+2 - - YRP 0 / 120 0 Click!
Chemical Love (Vertical)
214S
40 All 11 11 11+9 After Landing -4 1~Airborne -7/+2 - - YRP 250 / 120 2 Click!
Chemical Love (Vertical)(Aerial)
j.214S
40 All 11 11 8 After Landing - - -7/+2 - - YRP 250 / 120 2 Click!
Sterilization Method
214H
0,60 Air Throw: 227500 19 4 Total 26+3 After Landing - 1~9 Above Knees
10~22 Upper body
13~Airborne
17~22 Throw
-6,-6/NA Forced: 60% - YRP 0 / 480 0,3 Click!
  • Stun: 30
Sterilization Method (Aerial)
j.214H
0,60 Air Throw: 227500 6 6 8 After Landing - 1~11 Upper Body
4~11 Throw
-6,-6/NA Forced: 60% - YRP 0 / 480 0,3 Click!
  • Stun: 30

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
Longing Desperation
632146H
[632146D]
50×3
[62×3]
Mid 7+2 20 10 +1 1~13 Strike
[1~13 All]
-7/+10 80 - YRP -5000 / 0 2 Click!
  • Stun: 0
  • Values in [ ] are for Burst version
Ultimate Fortissimo
j.2363214S
50×3 Mid 7+0 7 16 - 1~7 Strike -6/+14 - - YRP -5000 / 0 3 Click!
  • Stun: 0


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
Megalomania
During IK Mode: 236236H
DESTROY All 9+12
[5+9]
6 30 -19 9~30 Full
[5~19 Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 76F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Dash
2P 5P, 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Dash
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp, Dash
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Dash
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp, Dash
c.S 6P - 2S, f.S 5H, 2H 5D, 2D Jump, Sp, Dash
f.S - - 2S 5H, 2H 5D, 2D Sp, Dash
2S - - - 5H, 2H 5D, 2D Sp, Dash
5H - - - 2H 5D, 2D Jump, Sp, Dash
2H - - - - 5D, 2D Sp, Dash
6H - - - - - Jump, Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp, Dash
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.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Jump, 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)

Changelog

See GGXRD-R2/1.03 patch notes

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/I-No/Data.