GGXRD-R2/May/Frame Data

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System Data

Defense:x1.06
Guts:3
Weight:[105] Light
Stun Resistance:70
Prejump:3F
Backdash:13F (1~9F invuln)
Wakeup Time:25F (Face Up) / 22F (Face Down)
Unique Movements:


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 10 Mid 5 4 6 ±0 - -8/+3 Initial: 80% CSJ YRP 144 0 Click!
5K 20 Mid 9 6 9 -3 4~17 Foot -7/+6 - SJ YRP 264 1 Click!
c.S 30 Mid 7 3 15 -1 - -6/+14 - SJ YRP 384 3 Click!
f.S 33 Mid 12 3 20 -9 - -7/+10 - SJ YRP 264 2 Click!
5H 50 Mid 13 4 8 +7 Foot 13~16F -6/+20 - SJ YRP 384 4 Click!
  • Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40
2P 10 Mid 4 4 6 ±0 - -8/+3 Initial: 80% CSJ YRP 144 0 Click!
2K 14 Low 5 4 9 -3 - -8/+3 Initial: 80% S YRP 144 0 Click!
2S 26 Mid 9 3 15 -4 - -7/+10 - SJ YRP 264 2 Click!
2H 40 Mid 11 13 29 -25 - -8/+14 - S YRP 384 3 Click!
j.P 8,8 High / Air 5 2(2)2 9 - - -8/+3 - CS YRP 144,144 0 Click!
j.K 24 High / Air 7 6 10 - - -7/+6 - S YRP 264 1 Click!
j.S 30 High / Air 12 4 5 - - -6/+14 - SJ YRP 384 3 Click!
j.H 38 High / Air 12 10 15 - - -6/+14 - S YRP 384 3 Click!
j.D 35 High / Air 10 12 24 + 5 Landing Recovery - - -6/+14 - SJ YRP 384 3 Click!
  • Stun value: 66
6P 44 Mid 16 [19~45] {[46~47]} 6 18 [17] {[17]} -7 [-7~+7] {[+11]} 1~18 [1~9] {[1~39]} Above Knees -6/+14 - S YRP 384 3 Click!
  • [ ] values are for partial charge, {[ ]} values are for full charge
  • Stun values by Charge Times: 1-18F: 88; 19-24F: 110; 25-30F: 121; MAX: 143
  • Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.
6K 35 High / Air 20 5 8 +1 6~24 Foot -7/+10 Initial: 80% - YRP 264 2 Click!
  • 6F onwards Airborne
3K 24 Low 8 21 18 -27 8~28 Low Profile -7/+6 - - YRP 264 1 Click!
6H 70 {[90]} Mid {[High]} 16 [20~25] {[26]} 6 34 [31] {[21]} -21 [-18] {[-8]} -
  • [ ] values are for partial charge, {[ ]} values are for full charge
j.2H 34 High / Air 13 Until Landing 0 - - -6/+20 - - YRP 384 4 Click!
2D 30 Low 7 10 8 -1 - -6/+14 - S YRP 384 3 Click!
5D 25 High 27 3 18 -7 - -20/+10 Initial: 80% - YRP 264 2 Click!

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 0,55 Ground Throw: 75250 1 - - +46 - -6,-0/NA Forced: 65% - R 480 0 Click!
  • Stun value: 27
Air Throw 0,55 Air Throw: 210000 1 - - - - -6,-0/NA Forced: 65% - R 480 0 Click!
  • Stun value: 30
Dead Angle Attack 25 All 16 6 18 -10 1~21 Full
22~36 Throw
-7/+10 Initial: 50% - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2 - - 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 Hit: 11
Whiff: 20
+5 - - - - 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
Mr. Dolphin Horizontal (S)
[4]6S
35 All 5 14 6+5 After Landing -4 - -6/+14 - - YRP 150 / 480 3 Click!
  • 30f charge time
  • 1F onwards Airborne
Mr. Dolphin Horizontal (H)
[4]6H
45 All 13 20 9+5 After Landing -5 - -6/+14 Initial: 80% - YRP 150 / 480 3 Click!
  • 30F charge time
  • 1F onwards Airborne
  • Wallsticks in the corner for 42f, 60f on counter.
Mr. Dolphin Vertical (S)
[2]8S
40 Mid,High / Air 8 20 2+5 After Landing -9 1~34 Throw -6/+14 - - YRP 150 / 480 3 Click!
  • 30f charge time
  • 4F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Mr. Dolphin Vertical (H)
[2]8H
45 Mid,High / Air 15 26 2+5 After Landing -9 - -6/+14 - - YRP 150 / 480 3 Click!
  • 30F charge time
  • 3F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Overhead Kiss
623K
0,40 Ground Throw: 157500 4 - - - 1~5 Throw -6,-0,-1/NA Forced: 75% - YRP 0 / 720 0,4 Click!
  • CH recovery state
  • Whiff Recovery: Total 44
Applause for the Victim (P)
41236P
20 All 25 36 Total 43 +2 - -8/+0 - - YRP 250 / 120 0 Click!
  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (K)
41236K
20 All 24 35 Total 37 +7 - -8/+2 - - YRP 250 / 120 0 Click!
  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Applause for the Victim (S)
41236S
20 All 25 36 Total 43 +2 - -8/+2 - - YRP 250 / 120 0 Click!
  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (H)
41236H
20 All 24 35 Total 37 +7 - -8/+2 - - YRP 250 / 120 0 Click!
  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Dolphin Boarding
Jump on Dolphin
50 All 13 18 Until Landing+5 - - -7/+10 Forced: 70% - YRP 0 / 480 2 Click!
  • Startup is measured after touching the dolphin
  • No recovery if Dolphin Boarding hits or is blocked
Don't Miss It (P)
214P
40 All 37 Total 45 - - -7/+2 - - YRP 250 / 120 2 Click!
  • Attack hitbox disappears after ball bounces 3 times
Don't Miss It (K)
214K
40 All 37 Total 55 - - -7/+2 - - YRP 250 / 120 2 Click!
  • Attack hitbox disappears after ball bounces 3 times
Ball Jump
1/2/3 near the ball during a jump
40 All 7 6 - - -7/+2 - - YRP 0 / 120 2 Click!
  • Jump trajectory depends on which down input is used
Ensenga?
j.41236H
30,20 High / Air 14 5(18) Until Landing 17 After Landing -15 - -6,-7/+20,+10 - - YRP 480 / 480,720 4,2 Click!

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
Great Yamada Attack
236236S
[236236D]
140 [175] Mid 9+0 28 38 -33 5-11 Strike
[1-9 Full]
[10-11 Strike]
-6/+20 Forced: 65% - YRP -5000 / 0 4 Click!
  • Values in [] are for Burst version
  • Frame Advantage is based on May in the corner and used at point-blank range
  • Tumbles for 54f on hit and 79f on CH
  • [Restores 30% of Burst gauge on hit]
Ultimate Whiner
63214H
16,9×31 Mid 8+1 1 31 -13 1~9 All
10~14 Strike
-6,-3/+20 - - YRP -5000 / 0 4 Click!
Ultimate Spinning Whirlwind
63214S
18×10 Mid 1+8 [2(12)]×9,2 21 -4 1 Full
1-End Throw
-3/+10 - - YRP -5000 / 0 4 Click!
  • Stun value: 0
⇒Deluxe Goshogawara Bomber
P During Ultimate Spinning Whirlwind
48 Mid 11 10 24 +9 - -12/+14 - - YRP 0 3 Click!

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
And Now Farewell
During IK Mode: 236236H
DESTROY All 9+19
[5+14]
3 34 -20 9~30 Full
[5~21 Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 71F [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, Special, Super
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6P - 6K, 3K c.S 5H, 2H 5D, 2D Special, Super
5K 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2K 6P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6K - - - - - -
3K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.S - 6K 2S 5H, 2H 5D, 2D Jump, Special, Super
2S - 6K, 3K - 5H, 2H 5D, 2D Special, Super
5H - 6K - - 5D, 2D Special, Super
2H - 6K - - 5D, 2D Special, Super
6H - - - - - Special, Super
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D Special
j.S - - - j.H j.D Jump, Special
j.H - - - - j.D Special
j.2H - - - - - -
j.D - - - - - Jump, Special
  • 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

streamable.com hitboxes are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 27.05.2017, alt src: https://mega.nz/#F!V7QXVIwA!DKcHZ0rBUdkl_7NwuQJfMA

See GGXRD-R2/1.03 patch notes

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/May/Data.