GGXRD-R2/May/Frame Data

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< GGXRD-R2‎ | May
Revision as of 06:54, 27 March 2021 by Shtkn (talk | contribs)

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


f.S


5H


  • Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40
2P


2K


2S


2H


j.P


j.K


j.S


j.H


j.D


  • Stun value: 66
6P


  • [ ] 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


  • 6F onwards Airborne
3K


6H


  • [ ] values are for partial charge, {[ ]} values are for full charge
j.2H


2D


5D


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: 27
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
Mr. Dolphin Horizontal (S)
[4]6S


  • 30f charge time
  • 1F onwards Airborne
Mr. Dolphin Horizontal (H)
[4]6H


  • 30F charge time
  • 1F onwards Airborne
  • Wallsticks in the corner for 42f, 60f on counter.
Mr. Dolphin Vertical (S)
[2]8S


  • 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


  • 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


  • CH recovery state
  • Whiff Recovery: Total 44
Applause for the Victim (P)
41236P


  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (K)
41236K


  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Applause for the Victim (S)
41236S


  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F.
Applause for the Victim (H)
41236H


  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F.
Dolphin Boarding
Jump on Dolphin


  • Startup is measured after touching the dolphin
  • No recovery if Dolphin Boarding hits or is blocked
Don't Miss It (P)
214P


  • Attack hitbox disappears after ball bounces 3 times
Don't Miss It (K)
214K


  • Attack hitbox disappears after ball bounces 3 times
Ball Jump
1/2/3 near the ball during a jump


  • Jump trajectory depends on which down input is used
Ensenga?
j.41236H


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]


  • 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


Ultimate Spinning Whirlwind
63214S


  • Stun value: 0
⇒Deluxe Goshogawara Bomber
P During Ultimate Spinning Whirlwind


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


  • [ ] 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

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

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