GGXRD-R2/Zato-1/Frame Data

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System Data[edit]

Defense

x1.09

Guts

0

Weight

[100] Medium

Stun Resistance

60

Prejump

3F

backdash

16F (1~>7F invuln)

Wakeup

25F (Face Up) / 22F (Face Down)

Normal Moves[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
5P 9 144 -8/+3 Initial: 90% 0 Mid SJ YRP 5 4 7 -1 - Click!
5K 12 144 -8/+3 Initial: 70% 0 Low SJ YRP 8 4 8 -2 - Click!
c.S 30 264 -7/+10 - 2 Mid SJ YRP 9 5 9 ±0 - Click!
f.S 20×4 120×4 -7/+10 - 2 Mid S YRP 7 3×4 20 -9 - Click!
5H 25×3 384×3 -6/+10 - 4 Mid S YRP 13 2,6,3 15 +1 - Click!
2P 8 144 -8/+3 Initial: 80% 0 Mid S YRP 6 4 8 -2 - Click!
2K 18 264 -7/+10 Initial: 80% 2 Low S YRP 7 2 9 +3 - Click!
2S 24 264 -7/+10 - 2 Mid S YRP 9 4 16 -6 - Click!
2H 50 384 -6/+20 - 4 Mid S YRP 11 6 19 -6 - Click!
j.P 13 264 -7/+6 - 1 High / Air CS YRP 6 4 11 - - Click!
j.K 18 264 -7/+10 Initial: 90% 2 High / Air SJ YRP 7 6 11 - - Click!
j.S 22 264 -7/+10 - 2 High / Air SJ YRP 7 12 12 - - Click!
j.H 33 264 -7/+10 - 2 High / Air S YRP 11 6 12 - - Click!
j.D 40 264 -7/+10 Initial: 90% 2 High / Air S YRP 11 4 19 - - Click!
6P 22×2 264×2 -7/+10 - 2 Mid SJ YRP 13 4,4 12 -2 1~16 Upper Body Click!
  • Stun value: 44x2
6K 30 264 -7/+10 Initial: 75% 2 High - YRP 23 5 14 -5 - Click!
  • Staggers opponent on hit. Max duration 39F, Frame Adv: +1 to +21
6H 60 384 -6/+20 - 4 Mid - YRP 13 12 23 -16 - Click!
2D 20 264 -7/+10 - 2 Low SJ YRP 9 6 15 -7 - Click!
5D 22 264 -20/+10 Initial: 80% 2 High - YRP 25 3 24 -13 1~51 Foot Click!

Universal Mechanics[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Ground Throw 0,50 0,480 -6,-0/NA Forced: 65% 0 Ground Throw: 85750 - R 1 - - +39 - Click!
  • Stun value: 25
Air Throw 0,60 0,480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 13 9 18 -13 1~21 Full
22~36 Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 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 - - - 4 Mid - R 50+13 3 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Eddie Summon
236P/K/S/H
- 0 - - - - - P - - Total 38 - - Click!
  • 10~summon can perform actions,Summon Gauge maximum 6000,-10 every 1F
Eddie Recall
Eddie summoned > 236P/K/S/H
- 0 - - - - - Y - - Total 33 - - Click!
  • Eddie is recalled on frame 7
Shadow Puddle Eddie Summon
214D
- - - - - - - P - - Total 38 - - Click!
  • Summon Gauge:-720
Small Attack
Eddie > ]P[
25 0 / 120 -7/+2 - 1 All - - 7[18] 2 23
[Total 38]
[-3] - Click!
  • Summon Gauge:-720
  • [ ] Values for Eddie not summoned > 236P
Traversing Attack
Eddie > ]K[
20×3 0 / 120×3 -8/+2 - 2 All - - 14[25] 29(4 Hit) 66
[Total 38]
[+26] - Click!
  • Summon Gauge:-1800
  • [ ] Values for Eddie not summoned > 236K
Anti Air Attack
Eddie > ]S[
50 0 / 120 -6/+2 - 4 Mid - - 9[20] 12 50
[Total 38]
[+15] - Click!
  • Summon Gauge:-1200
  • [ ] Values for Eddie not summoned > 236S
Shadow Puddle
Eddie > ]H[
- - - - - - - - - - Total 41 - 1~35 Summon Invulnerable Click!
  • Summon Gauge:-720
Drill Special
Eddie > ]D[
34×3 0 / 120×3 -7/+10 Initial: 85% 2 Low / Air,Mid / Air×2 - - 146 36(3 Hit) (Summon Vanishes) - - Click!
  • Summon Gauge:-6000
  • [ ] Values for Eddie not summoned > 236D
Deadman's Hand
Eddie > 63214D
0, 55 0 / 720 -6,-0/NA Forced: 50% 0 Ground Throw - - 30 - Summon Total 77 - - Click!
  • Summon Gauge:-2100
  • When Summon Gauge is above 50%, damage is 0, 65
Invite Hell (S)
22S
40 200 / 120 -19/+2 - 2 Low - YRP 18 48 Total 44 0 - Click!
Invite Hell (H)
22H
40 200 / 120 -19/+2 - 2 Low - YRP 18 48 Total 44 0 - Click!
Break the Law
214K
- - - - - - - Y 13 - Total 29(Maximum 169) - 1~12 Throw
13~16~138 Full
17~20~139 Strike
Click!
  • After releasing button 1~3 Full,4~8 Strike
  • Reappearing animation depends on how long Zato spends underground.
  • 16-??F Underground: 16F recovery, ??-??F Underground: 24F recovery, ??-120F Underground: 36F recovery
Damned Fang
623S
92 0 / 720 -6,-0/NA Forced: 50% 0 Ground Throw: 122500 - YRP 6 - Whiff Total: 43F +63 - Click!
  • Stun value: 46
Drunkard Shade
214S
30 150 / 720 -7/+10 - 2 Mid - YRP 9 10 10 -6 1~18 Throw
3~18 Reflect
Click!
Shadow Gallery
j.41236S
40,25 200 / 360,600 -6/+14 - 3 All - YRP 7 After Landing 6(12)3 24+3 After Landing -31 7~Until 1st Landing Strike Click!
  • Startup changes based on height off ground

Overdrives[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Amorphous
632146H
72×2 [90×2] -5000 / 0 -7/+10 - 2 Mid - YRP 10+5 9(2 Hit) 28 -17 1~12 Strike
[1~12 Full, 13-20 Throw]
Click!
  • Values in [ ] are for Burst version
Executor
j.236236S
14×N -5000 / 0 -3/+10 - 2 All - YRP 8+5 Until Corner 0 After Landing - 8 Strike Click!
Great White
632146S
30×3 -5000 / 0 -7/+10 Forced: 80% 3 All - - 6 After Searching for Opponent 17 Total 22 - - Click!
  • Summon Gauge:-3000
  • Eddie appears summoned after Great White ends if Summon Gauge is not empty

Instant Kill[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 HitboxHitbox link for this move
Guzmania Magnifica
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+21
[5+18]
12 23 -18 9~41 Full
[5~34 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 68F [5F+5F]

Gatling Table[edit]

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

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Zato-1/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc