
Glossary
System Data Glossary | |
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Defense | The amount of damage that characters take is multiplied by this number. |
Guts | The amount of damage that characters take decreases as their life lowers. For more info see here. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
RiscGainRate | Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average. |
WakeupFaceDown | Amount of time the character is knocked down when the character is face down. |
WakeupFaceUp | Amount of time the character is knocked down when the character is face up. |
Frame Data Glossary | |||||||
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Guard | How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated. | ||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||
riscp | Risc Plus (gbp). How much the RISC Gauge increases on block. | ||||||
riscm | Risc Minus (gbm). How much the RISC Gauge decreases on hit. | ||||||
prorate | How much additional damage proration this attack has. There are two types of proration, Initial and Forced. | ||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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Roman | How this attack can be Roman Cancelled.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||
Tension | How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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※1: The additional hitstop is only applied to the receiver. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see GGXRD-R2/Frame Data |
System Data
name | defense | guts | prejump | weight | backdash | forwarddash | riscGainRate | wakeupFaceUp | wakeupFaceDown | umo |
---|---|---|---|---|---|---|---|---|---|---|
Raven | x1.11 | 5 | 3F | [100] Medium | 21F (1~9F invuln) | 32 | 25F | 24F | Glide Invincible Forward Run (invul. 10-26F) |
Excitement Gauge
- Raven starts each round at 0 Excitement
- Various moves increase Excitement
- After 600F of no Excitement increase, -1 Excitement every 20F
- All of Raven's attacks +3% base damage per Excitement level. Values are rounded down
Normal Moves
input | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
5P | 14 | 3 | 8 | Initial: 90% | Mid | 0 | SJ | 144 | 7 | 6 | 10 | -6 | ||
5K | 16 | 10 | 7 | - | Mid | 2 | SJ | 264 | 7 | 7 | 12 | -5 | ||
c.S | 22×2 | 14 | 6 | - | Mid | 3 | SJ | 384 | 8 | 6(5)3 | 12 | +2 | ||
f.S | 28 | 10 | 7 | - | Mid | 2 | SJ | 264 | 10 | 8 | 16 | -10 | ||
5H | 26×2 | 20 | 6 | - | Mid | 4 | SJ | 384 | 10 | 3・7 | 24 | -12 | ||
5D | 22 | 10 | 20 | Initial: 80% | High | 2 | - | 264 | 27 | 6 | 9 | -1 | ||
4P | 12 | 3 | 8 | Initial: 90% | Mid | 0 | CSJ | 144 | 5 | 3 | 8 | -1 | ||
6P | 26 | 10 | 7 | Initial: 90% | Mid | 2 | S | 264 | 9 | 3 | 27 | -16 | 1-6 Upper Body 7-11 Above Knee | |
6H | 54 | 20 | 6 | - | Mid | 4 | SJ | 384 | 20 | 7 | 11 + landing 8 | -8 | 7-10 Feet 11-Landing Lower Body | |
2P | 8 | 3 | 8 | Initial: 80% | Mid | 0 | CS | 144 | 6 | 4 | 8 | -2 | ||
2K | 12 | 3 | 8 | Initial: 80% | Low | 0 | S | 144 | 7 | 3 | 8 | -1 | ||
2S | 26 | 10 | 7 | - | Mid | 2 | S | 264 | 9 | 4 | 15 | -5 | ||
2H | 38 | 20 | 6 | - | Low | 4 | S | 384 | 15 | 6 | 25 | -12 | 7-24 Low Profile | |
2D | 30 | 10 | 7 | - | Low | 2 | S | 264 | 9 | 3 | 21 | -10 | ||
j.P | 10 | 3 | 8 | Initial: 90% | High/Air | 0 | CSJ | 144 | 6 | 4 | 8 | - | ||
j.K | 16 | 6 | 7 | Initial: 90% | High/Air | 1 | SJ | 264 | 8 | 9 | 12 | - | ||
j.2K | 18 | 10 | 7 | - | High/Air | 2 | S | 264 | 12 | until landing | landing 3 | - | ||
j.S | 26 | 10 | 7 | Initial: 90% | High/Air | 2 | SJ | 264 | 7 | 7 | 16 | - | ||
j.H | 26×3 | 14 | 6 | - | High/Air | 3 | S | 384 | 9 | 3(3)3(3)3 | 21 | - | ||
j.D | 20,24 | 10 | 7 | - | High/Air | 2 | S | 264 | 8 | 3(2)5 | 18 + landing 5 | - |
Universal Mechanics
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
Ground Throw | Ground Throw | 0,40 | 6,0 | Forced: 50% | Ground Throw: 70000 | 0 | 0,480 | 1 | +15 | ||||||
Air Throw | Air Throw | 0,60 | 6,0 | Forced: 65% | Air Throw: 192500 | 0,4 | 0,480 | 1 | |||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | Initial: 50% | All | 2 | -5000 / 264 | 12 | 4 | 23 | -13 | 1-15 Full | ||
Blitz | Blitz Attack | 50 | Initial: 55% | Mid | 1 | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz | |||||
[Blitz] | Blitz Attack Max Charge | 50 | Mid | 4 | 50+13 | 3 | 20 | +5 | 1~50: Blitz |
Special Moves
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
j.66 | Glide | 20 | 10 | 7 | Initial: 85% | High/Air | 2 | S | 0/264 | 21 | 15 | 9 | |||
236P | Schmerz Berg | 22 | 2 | 7 | Forced: 90% | All | 2 | - | 200/120 | 13 | Until offscreen | 36 + landing 12 | -9 | 7-10F Foot 11F Onwards Above Knees | |
j.236P/K | Gebraeuchlich Licht | 22 | 2 | 7 | Forced: 90% | All | 2 | - | 200/120 | 21 | Until ground or offscreen | Total 45 + landing 8 | -4 | ||
236S Level 0-2 | Grausam Impuls (Excitement 0-2) | 40 | 20 | 6 | - | Mid | 4 | - | 225/720 | 17 | 6 | 31 | -3 | ||
236S Level 3-5 | Grausam Impuls (Excitement 3-5) | 40 | 20 | 6 | - | Mid | 4 | - | 225/720 | 16 | 6 | 31 | -3 | ||
236S Level 6+ | Grausam Impuls (Excitement 6+) | 40 | 20 | 6 | - | Mid | 4 | - | 225/720 | 15 | 6 | 31 | -3 | ||
j.236S Level 0-2 | Air Grausam Impuls (Excitement 0-2) | 40 | 20 | 6 | - | All | 4 | - | 225/720 | 12 | 8 | 23 | -17 | ||
j.236S Level 3-5 | Air Grausam Impuls (Excitement 3-5) | 40 | 20 | 6 | - | All | 4 | - | 225/720 | 11 | 8 | 23 | -17 | ||
j.236S Level 6+ | Air Grausam Impuls (Excitement 6+) | 40 | 20 | 6 | - | All | 4 | - | 225/720 | 10 | 8 | 23 | -17 | ||
236H Level 0-2 | Air Scharf Kugel (Excitement 0-2) | 20×2 | 2 | 7 | - | All | 2 | - | 225/120×2 | 71 | 65 | Total:46 | +30 | ||
236H Level 3-5 | Air Scharf Kugel (Excitement 3-5) | 20×3 | 2 | 6 | - | All | 3 | - | 225/120×3 | 71 | 65 | Total:46 | +47 | ||
236H Level 6+ | Scharf Kugel (Excitement 6+) | 20×4 | 2 | 6 | - | All | 4 | - | 225/120×4 | 71 | 65 | Total:46 | +61 | ||
j.236H Level 0-2 | Air Scharf Kugel (Excitement 0-2) | 20×2 | 2 | 7 | - | All | 2 | - | 225/120×2 | 54 | 60 | Total:48+8 landing | |||
j.236H Level 3-5 | Air Scharf Kugel (Excitement 3-5) | 20×3 | 2 | 6 | - | All | 3 | - | 225/120×3 | 54 | 60 | Total:48+8 landing | |||
j.236H Level 6+ | Air Scharf Kugel (Excitement 6+) | 20×4 | 2 | 6 | - | All | 4 | - | 225/120×4 | 54 | 60 | Total:48+8 landing | |||
214K | Give it to me HERE | - | - | - | - | - | - | - | Total 29 | - | 5-25 Armor | ||||
63214S | S Wachen Zweig | 0,80,0 | 6,8,8 | Forced: 65% | Air Unblockable | 4,0,0 | - | 250/720,480,0 | 19 | 9 | 32 | +52 | |||
63214H | H Wachen Zweig | 0,80,0 | 6,8,8 | Forced: 65% | Ground Throw | 3 | - | 250/0,480,0 | 27 | 6 | 37 | +52 |
Overdrives
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
214214H | Getreuer | 10,5×0~50, 100 [12,6×0~50,125] | 20 | 6 | Mid | 4 | -5000/0 | 6+1 | 6 | 42 | -29 | 1-9 Full | |||
632146S Level 0-2 | Verzweifelt (Excitement 0-2) | 70,10×2 | 20 | 6 | Mid | 4 | -5000/0 | 6+2 | Until Screen Border | 62 | -55 | 7-Until Recovery Full | |||
632146S Level 3-5 | Verzweifelt (Excitement 3-5) | 70,10×5 | 20 | 6 | Mid | 4 | -5000/0 | 6+2 | Until Screen Border | 62 | -55 | 7-Until Recovery Full | |||
632146S Level 6+ | Verzweifelt (Excitement 6+) | 70,10×6 | 20 | 6 | Mid | 4 | -5000/0 | 6+2 | Until Screen Border | 62 | -55 | 7-Until Recovery Full | |||
j.632146S Level 0-2 | Air Verzweifelt (Excitement 0-2) | 70,10×2 | 20 | 6 | All | 4 | -5000/0 | 6+2 | Until Ground | 64 | 8-Until Ground Full | ||||
j.632146S Level 3-5 | Air Verzweifelt (Excitement 3-5) | 70,10×5 | 20 | 6 | All | 4 | -5000/0 | 6+2 | Until Ground | 64 | 8-Until Ground Full | ||||
j.632146S Level 6+ | Air Verzweifelt (Excitement 6+) | 70,10×6 | 20 | 6 | All | 4 | -5000/0 | 6+2 | Until Ground | 64 | 8-Until Ground Full |
Instant Kill
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | riscp | riscm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
236236H | Sehnsucht | DESTROY | 14 | 6 | All | 3 | 9+14 [5+6] | 6 | 31 | -20 | 9-28[5-16] Full |
Gatling Table
- 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 hit, block, or whiff
Changelog

To edit frame data, edit values in GGXRD-R2/Raven/Data.
Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Universal Strategy •
Misc •
Archived Information
• Patch Notes •
Changelog •
Tier Lists •
Resources •
• Medal of Millionaire •
- Attack Level
- Burst
- Blitz Shield
- Clash
- Danger Time
- Dead Angle Attack
- Faultless Defense
- Forced Proration
- Gatling
- Guts
- Hellfire
- Initial Proration
- Instant Air Dash (IAD)
- Instant Block
- Jump Install
- Low Profile
- Mortal Counter
- Negative Penalty
- Off the Ground (OTG)
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stun
- Tension Gauge
- Ukemi (Teching)