GGXRD-R2/Jam Kuradoberi/Frame Data

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< GGXRD-R2‎ | Jam Kuradoberi
Revision as of 03:57, 11 July 2017 by Elite Soba (talk | contribs) (Parity with http://www.4gamer.net/guide/ggxrd/031723052/#table_result_21)

System Data

Defense Modifier: x1.06
Guts Rating: 3
Weight: Light
Stun Resistance: 65
Prejump:
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): /

Normal Moves

Version 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
5P 12 144 -8/+3 - 0 Mid CSJ YRP 3 3 7 ±0 - Click!
  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
5K 12 264 -7/+6 Initial: 80% 1 Low S YRP 4 4 6 +2 - Click!
  • Hitstop 6F, on CH 7F
c.S 28 264 -7/+10 - 2 Mid JS YRP 6 8 12 -6 - Click!
f.S 30 264 -7/+10 - 2 Mid JS YRP 6 5 11 -2 - Click!
5H 24*3 384 -6/+14*2, -6/+20 - 3,3,4 Mid S YRP 13 3(3)3(3)3 15 +1 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
Click!
  • Forces opponent into crouching state on standing hit
  • Hitstop 7F per hit on normal hit
  • Hitstop 11F for hits 1 and 2 on CH, 13F for 3rd hit
5D 16 264 -20/+10 Initial: 80% 2 High - YRP 25 4 12 -2 - Click!
6P 18*2 264,384 -7/+10, -6/+14 - 2,3 Mid S YRP 9 3(6)3 12 +2 1-5F Above Thigh
6-8 Above Knees
9-14 Upper Body
Click!
  • 1st hit stagger opponent on CH (Max 31F, min 15F)
  • 2nd hit stagger opponent on CH (Max 32F, min 15F)
6K 16,26 264 -7/+6, -7/+10 - 1,2 Mid JS YRP 6 4(6)12 20 -18 - Click!
  • Forces opponent into standing state on crouching hit
  • Hitstop 6F, 7F on CH
6H 36 384 -6/+20 - 4 Mid S YRP 14 3 22 -6 4-13F Foot Click!
  • Blows opponent away on hit
  • Wall bounces opponent on CH
  • On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F
2P 6 264 -7/+6 Initial: 90% 1 Mid CS YRP 4 2 7 +3 - Click!
  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
2K 8 264 -7/+6 Initial: 85% 1 Low CS YRP 5 3 9 ±0 3-12F Upper Body Click!
2S 26 264 -7/+10 Initial: 85% 2 Mid S YRP 6 5 9 ±0 - Click!
  • Staggers opponent on ground CH (Max 38F, Min 18F)
2H 28,20 384 -6/+14 - 3 Mid S YRP 11 8(6)4 13 ±0 - Click!
  • Pulls in opponent on ground hit
  • On air hit 吹っ飛び慣性削除効果 (untechable for 19F, guaranteed knockdown on CH)
2D 28 264 -7/+10 - 2 Low JS YRP 6 4 16 -6 2-3 Upper Body
4-9 Low Profile
Click!
  • Knocks down opponent on ground hit (Face Down)
j.P 11 264 -7/+6 - 1 High/Air CS YRP 6 4 16 - - Click!
j.K 14 264 -7/+6 - 1 High/Air S YRP 5 8 11 - - Click!
j.S 28 264 -7/+10 - 2 High/Air JS YRP 5 5 9 - - Click!
  • Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH
j.H 35 264 -7/+10 - 2 High/Air S YRP 5 10 16 - - Click!
j.D 16,28 264 -7/+10 - 2 High/Air S YRP 7 3(6)6 16 + 4 After landing - - Click!
  • 1st hit launches opponent (untechable for 14F, 28F on CH)
  • 2nd hit blows away opponent (untechable for 24F)
  • 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)

Universal Mechanics

Version 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
Ground Throw 0,20,31 0,480,0 -6,0,0 Forced: 90%, 55% 0,0,4 Ground Throw: 70000 - R 1 1 - +18 - Click!
  • Floats opponent on hit, untechable for 52F
  • Proration values work out to be 55% after both hits
Air Throw 0,60 0,480 -6,-7 Forced: 65% 0,2 Air Throw: 192500 - R 1 1 - - - Click!
Dead Angle Attack 25 -5000/264 -7/+10 Initial: 50% 2 All - - 10 9 20 -15 1-18F All
19-23F Throw
Click!
  • Blows away and wall bounces opponent on hit
  • Ground hit is untechable for 28F, guaranteed knockdown on CH
  • Air hit is untechable for 14F, 28F on CH
  • 2nd hit blows away opponent (untechable for 24F)
  • 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
  • Causes special knockdown on CH (regular knockdown time -11F)
Blitz Attack 50 0 -6/+6 Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - 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 0 -6/+20 - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - 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

Version 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
Hochifu
546
- - - - - - - YRP 1 - 24 - 1-8F Catch Click!
  • Can cancel into crouching, FD 9F onwards on whiff
  • After successful catch, Jam can move on 7F, opponent can move on 9F
Zekkei
Hochifu > P
40 0/720 -6/+20 Initial: 70% 4 Mid - YRP 4 6 30 -17 - Click!
  • Hitstop 20F, 32F on CH
  • のけぞり(23F) on ground normal hit
  • Staggers opponent on ground CH (Max 49F, min 24F)
  • Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
  • Can cancel into followups on 4F on hit
  • Can cancel into followups on 21F on whiff
Goushao
Zekkei > P
35 0/720 -6/+20 - 4 Mid - YRP 15 6 24 -11 - Click!
  • Hitstop 25F, 37F on CH
  • Blows away opponent on hit, guaranteed knockdown (Face Up)
Dowanga
Zekkei > K
25 0/720 -6/+20 - 4 Mid - YRP 27 2 20 -3 27-36F Foot Click!
  • Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)
Youeikyaku
j.2K
16, 10*4 150/360,180*4 -6,-8*4/+14 Initial: 80% 3, 0*4 High/Air - YRP 10 Until Landing 6 After Landing +8 - Click!
  • 2nd-5th hits only occur if 1st hit touches opponent
  • 2nd-5th hits each have hitstop 5F
  • Fastest possible startup from standing position is 14F (Tiger Knee'd)
  • Frame advantage listed is from Tiger Knee'd
Bakushuu
236S
- 200/- - - - - - Y - - Total: 46 - 10-31F Low Profile Click!
  • Can cancel into followups 9F-24F
Mawarikomi
Bakushuu > P
- - - - - - - Y - - Total: 25 - Entire move: Above Feet Click!
  • Can pass through opponent 2-14F
Hamonkyaku
Bakushuu > K
30 0/720 -10/+10 Initial: 90% 2 Low - YRP 8 6 23 -15 8-28F Low Profile Click!
  • Staggers opponent on ground hit (Max 29F, min 17F)
  • See ※3
Hyappo Shinshou
Bakushuu > S
50 200/720 -6/+10 Initial: 75% 4 Mid - YRP 17 3 15 +1 - Click!
  • Blows opponent away on hit (untechable for 28F)
  • Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown)
  • See ※4
Senri Shinshou (Followup)
Hyappo Shinshou > H
40 50/720 -6/+10 Initial: 75% 3 Mid - YRP 28 1 13 +3 1-8F Upper Body Click!
  • Blows opponent away on hit, guaranteed knockdown (Face Up)
  • Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
Senri Shinshou
Bakushuu > H
50
[44]
200/1440
[200/960]
-6/+14 Initial: 75% 4 Mid - YRP 23
[28]
1
[3]
13 +5
[+3]
1-8F Upper Body
[1-9F Upper Body]
Click!
  • [ ] values are when Jam passes through opponent
  • 1-6F Can pass through opponent
  • Blows opponent away on hit, guaranteed knockdown (Face Up)
  • Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
  • See ※4
Asanagi no Kokyuu
22K/S/H
- - - - - - - YR - - Total: 56~77 - - Click!
  • Hold button to charge
  • K for Ryuujin, S for Gekirin, H for Kenroukaku
  • Gains Card on 41F, MAX on 66F
Ground Ryuujin (Normal)
236K
55
[28]
250/840
[0/1200]
-6/+20 Initial: 80% 4 Mid
[All]
- YRP 17
[8]
6
[4]
30 + 11 After Landing -28
[-26]
- Click!
  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F
Ground Ryuujin (Card)
236K
80
[65]
250/840
[0/1200]
-6/+20 Initial: 80% 4 Mid
[All]
- YRP 16
[8]
24
[22]
14 + 11 After Landing -30
[-28]
10-16F Strke
[1-8F Strike]
Click!
  • [ ] values are when done as followup
  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
Ground Ryuujin (MAX)
236K
110
[100]
250/840
[0/1200]
-6/+20 Initial: 80% 4 Mid
[All]
- YRP 16
[8]
24
[22]
14 + 11 After Landing -30
[-28]
10-16F Strke
[1-8F Strike]
Click!
  • [ ] values are when done as followup
  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
  • Stun: 80
Air Ryuujin (Normal)
j.236K
50
[28]
200/720
[0/1200]
-6/+20 Initial: 80% 4 All - YRP 8 4 Until Landing + 11 - - Click!
  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F
Air Ryuujin (Card)
236K
75
[65]
200/720
[0/1200]
-8/+3
-6/+20
Initial: 80% 0
[4]
All - YRP 8 22 Until Landing + 11 - 1-8F Strke
[1-8F Strike]
Click!
  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
Air Ryuujin (MAX)
j.236K
110
[100]
200/720
[0/1200]
-8/+3
-6/+20
Initial: 80% 0
[4]
All - YRP 8 22 Until Landing + 11 - 1-8F Strke
[1-8F Strike]
Click!
  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
Ground Gekirin (Normal)
214K
35
[16]
200/480
[0/480]
-7/+10
[-8/+3]
- 2
[0]
High/Air - YRP 19
[17]
13 3+10 After Landing
[Until Landing + 10]
-12
[-13]
- Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Hits crouching sol on 23F [20F]
Ground Gekirin (Card)
214K
28*3
[22*3]
200/480
[0/480]
-7/+10
[-8/+3]
- 2
[0]
High/Air - YRP 18
[12]
3,4,6 4+10 After Landing
[Until Landing + 10]
-6 - Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Air hit causes guaranteed knockdown (Face Up)
  • Hits crouching Sol on 24F [15F]
Ground Gekirin (MAX)
214K
55
[45]
200/480
[0/480]
-7/+10
[-8/+3]
- 2
[0]
High/Air - YRP 18
[12]
13
[10]
Until Landing + 5 -4
[-5]
- Click!
  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown (Face Down)
  • Air hit causes guaranteed knockdown (Face Down)
  • Hits crouching Sol on 21F [15F]
Air Gekirin (Normal)
j.214K
30
[16]
150/360
[0/480]
-7/+10
[-8/+3]
- 2
[0]
High/Air - YRP 16
[17]
13 Until Landing + 10 - - Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
Air Gekirin (Card)
j.214K
24
[22*3]
150/360
[0/480]
-7/+10
[-8/+3]
- 2
[0]
High/Air - YRP 15
[12]
13
[3,4,6]
Until Landing + 10 - - Click!
  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown
  • Hits crouching Sol on 24F [15F]
Air Gekirin (MAX)
j.214K
50
[45]
150/360
[0/480]
-7/+10
[-8/+3]
- 2
[0]
High/Air - YRP 15
[12]
13 Until Landing + 5 - - Click!
  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown
  • Hits crouching Sol on 21F [15F]
Ground Kenroukaku (Normal)
623K
11*4
[8*3]
200/240
[0/240]
-3/+10 Initial: 90% 2 Mid
[Mid/Air]
- R 7
[5]
4(1)/4(1)/2(2)1(1)/9 ※1 20 + 6 After Landing
[15 + 12 After Landing]
-37 1-6F All
[1-4F All]
Click!
  • [ ] values are when done as followup
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 5 [3] per hit
  • Airborne on frame 4 [1]
Ground Kenroukaku (Card)
623K
11*6
[8*6]
200/240
[0/240]
-2/+10 Initial: 90% 2 Mid
[Mid/Air]
- R 7
[5]
2/2(1)/4(1)/2(2)1(1)/9 ※1 26 + 6 After Landing
[20 + 12 After Landing]
-38 1-13F All
[1-11F All]
Click!
  • [ ] values are when done as followup
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 3 per hit
  • Airborne on frame 4 [1]
Ground Kenroukaku (MAX)
623K
11*6,30
[8*6,30]
200/240*7
[0/240*7]
-1/+10 Initial: 90% 2 Mid
[Mid/Air]
- R 7
[5]
3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 20 -41 1-13F All
[1-11F All]
Click!
  • [ ] values are when done as followup
  • Hitstop 6F per hit except for last hit (30F)
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Airborne on frame 4 [1]
  • See ※2
Air Kenroukaku (Normal)
j.623K
12*3
[8*3]
150/180
[0/240]
-3/+10 Initial: 90% 2 Mid/Air - R 5 4(1)4(1)/2(2)1(1)/9 ※1 Until Landing + 6
[Until Landing + 12]
- 1-4F All Click!
  • [ ] values are when done as followup
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit
Air Kenroukaku (Card)
j.623K
9*6
[8*6]
150/180
[0/240]
-2/+10 Initial: 90% 2 Mid/Air - R 5 2/2(1)/4(1)/2(2)1(1)/9 ※1 Until Landing + 6
[Until Landing + 12]
- 1-11F All Click!
  • [ ] values are when done as followup
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit
Air Kenroukaku (MAX)
j.623K
9*6,30
[8*6,30]
150/180*7
[0/240*7]
-1/+10 Initial: 90% 2 Mid/Air - R 5 3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 20 - 1-11F All Click!
  • [ ] values are when done as followup
  • Hitstop 6F per hit except for last hit (30F)
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Stun: 4 per hit
  • See ※2
※1 「/」での区切りが段数の区切りとなる。
※2 ヒットし始めによって当たる攻撃の種類が変化。後半部分からヒットし始めた時のみ最終段の1段前の攻撃も特殊ヒットストップ(通常時、CH時共に30F)となる。
※3 CH時より通常時の方がよろけ時間が長いのは誤植ではなく、実際にトレーニングモードでの検証結果がそうなっていた為。
  (There was a misprint that the stagger time increases on Counter Hit. Trying it out in training mode will show the stagger times are the same)
※4 ころがり時間がそれぞれ固定されている為、接地までのフレームところがり時間の合計が受身不能時間を越えた際は、復帰されてしまう。

Overdrives

Version 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
Choukyaku Hou'Oushou
632146S
[632146D]
20,7*16,40,80
[25,8*16,50,100]
-5000/0 -6,2*16,-6*2/20 - 4 Mid - YRP 7+演出123+0
[6+演出123+0]
20 27 -29 1-10 Strike
[1-10 All]
Click!
  • [ ] value are for Burst version
  • Minimum Damge: 20% [40%]
  • Each hit floats opponent and causes guaranteed knockdown
Bao Saishinshou
236236H
60 -5000/0 -6/+20 - 4 Mid - YRP 1+4 6 36 -23 1-7 Strike Click!
  • Minimum Damage: 50%
  • Blows away opponent on hit, guaranteed knockdown
  • If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
  • Jam is fully invinicible if attack hits opponent (not blocked)
Kaorinkuen
Saishinshou > P
70 [70, 60] - -6,-8 - 4 [4, 0] Mid - RP 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
- 1F onwards airborne Click!
  • [ ] indicates clean hit
  • Recovery values are Whiff/Weak Hit/Clean Hit
  • Minimum Damage: 50%
  • 1st hit causes guaranteed knockdown
  • 2nd hit only occurs if 1st hit Clean Hits opponent
  • 2nd hit has hitstop 40F
  • Clean Hit window is 7F
Renhoukyaku
632146H
16*13 -5000/0 -3/+6 - 2 All - YRP 20+1 2,4*11,2 9 +3 1-5 Throw
6-23 All
Click!
  • Minimum Damage: 20%
  • Launches opponent on hit, untechable for 14F, 28F on CH

Instant Kill

Version 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
Gasenkotsu
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 62F [5F+5F]

Gatling Table

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

Changelog

See GGXRD-R2/Change_Log


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