GGXRD/Bedman/Frame Data 1.0: Difference between revisions

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< GGXRD‎ | Bedman
Line 891: Line 891:
|-
|-
! 5P
! 5P
| - || - || - || - || - || -
| <span style="color:green">5P, 2P, 6P</span> || <span style="color:green">5K, 2K</span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 2P
| <span style="color:green">5P, 2P, 6P</span> || <span style="color:green">5K, 2K</span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 6P
| - || - || c.S, f.S || 2H, 6H || - || Sp
|-
! 5K
| - || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! 2K
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! c.S
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! f.S
| - || - || 2S || 5H, 2H, 6H || - || Jump, Sp
|-
! 5H
| - || - || - || 2H || 5D, 2D || Jump (2nd hit), Sp
|-
! 2H
| - || - || - || - || - || Sp
|-
! 6H
| - || - || - || - || - || Sp
! 5D
| - || - || - || - || - || Homing Jump, Homing Dash
|-
! 2D
| - || - || - || - || - || Jump, Sp
|-
|-
|}
|}
Line 903: Line 935:
|-
|-
! j.P
! j.P
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
|-
! j.K
| j.P || - || j.S || j.H || j.D || Jump, Sp
|-
! j.S
| - || - || - || j.H || j.D || Jump, Sp
|-
! j.H
| - || - || - || - || - || Sp
|-
! j.D
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-

Revision as of 06:14, 23 January 2015

System Data

Defense Modifier: x0.94

Guts Rating: 0

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 23F

Backdash Invincibility: 1-11F

Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
12 144 8 Initial: 90% 0 Mid CSJ - 6 4 6 ±0 -
5K
22 264 7 Initial: 85% 2 Mid SJ - 8 3 15 -4 Lower body
c.S
28 264 7 - 2 Mid SJ - 6 3 11 ±0 -
f.S
36 264 7 - 2 Mid S - 9 2 19 -7 -
5H
28×2 384×2 6 - 3 Mid S - 12 3(3)3 18 -4 -
2P
12 144 8 Initial: 90% 0 Mid CS - 5 4 7 -1 -
2K
15 264 7 Initial: 80% 1 Low S - 6 6 8 -2 -
2S
30 264 7 - 2 Low S - 12 3 11 ±0 -
1H
45 384 6 - 4 Mid S - 15 14 25 -20 -
2H
40 384 6 - 4 Mid S - 15 14 29 -24 -
3H
35 384 6 - 4 Mid S - 19 14 33 -28 -
j.P
14 144 8 - 0 High / Air CSJ - 6 6 9 - -
j.K
18 264 7 - 1 High / Air SJ - 9 6 21 - -
j.S
28 264 7 - 2 High / Air SJ - 10 8 22 - -
j.H
14×6 264×6 7 - 2 High / Air S - 13 12 24 - -
j.D
50 384 6 - 4 High / Air - - 11 8 24 +6 -
  • Recovery becomes 12F on hit or block
6P
32 264 7 - 2 Mid S - 9 6 21 -13 1~14 Upper Body
6H
60 384 6 - 4 Mid S - 21 6 27 -14 14~20 Strike
2D
28 264 7 - 2 Low S - 12 6 12 -4 -
5D
25 384 20 Initial: 80% 4 High - - 26 7 12 ±0 -
Dead Angle Attack
25 -5000 / 264 7 Initial: 50% 2 All - - 8 3 32 -21 1~10 Full,11~27 Foot

Throws

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,10×10,0 0,60×10,0 6,0 Forced: 55% 0 Ground Throw: 78750 - - 1 - - +64 -
  • Frame Advantage listed is on successful throw
Air Throw
0,60 480 6,0 Forced: 65% 0,4 Air Throw: 210000 - - 1 - - +24 -
  • Frame Advantage listed is on successful throw

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Special Movement 1(Crouch Walk)
1 or 3
- 45 / ― - - - - - - - - - - -
  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump
- - - - - - - - - - Total 45 - -
  • 11~Air Movement possible
→Air Movement
Air Hang > direction
- - - - - - - - - - Total 25 - -
  • 2~Attack moves possible
Dash
- - - - - - - - - - Total 44 - 4~18 Guard Point
Task A
236P
35×2 150 / 360 7 - 2 All - - 18 90,Refer to notes Total 49 -5 -
Aerial Task A
j.214P
35×2 150 / 360 7 - 2 All - - 18 90,Refer to notes Total 49 -5 -
Deja Vu (Task A)
214P
35×2 50 / 240 7 - 2 All - - 29 90,54 Total 30 - -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A)
35×2 50 / 240 7 - 2 All - - 29 90,56 Total 30 - -
  • Deja Vu starts at 6F
Task A’
236K
35 150 / 480 7 Initial: 80% 2 All - - 37 - Total 70 +9 -
Aerial Task A’
j.236K
35 150 / 480 7 Initial: 80% 2 All - - 37 - Total 70 +9 -
Deja Vu (Task A’)
214K
35 50 / 240 7 Initial: 80% 2 All - - 48 - Total 30 +9 -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K
35 50 / 240 7 Initial: 80% 2 All - - 48 - Total 30 +9 -
  • Deja Vu starts at 6F
Task B
236S
14×4 250 / 360 6 - 3 All - - 14 4×4 26 -13 -
Aerial Task B
j.236S
26×3 200 / 480 6 - 3 All - - 12 6/6/2004 8 After Landing -5 -
Deja Vu (Task B)
214S
14×4 50 / 120 6 - 3 All - - 23 16 Total 30 +28 -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S
26×4 50 / 120 6 - 3 All - - 23 16 Total 30 +28 -
  • Deja Vu starts at 6F
Task C
236H
30×3 200 / 480×2,120 6×2,8 - 3×2,0 All, High / Air, All - - 11 8(17)10,10 13 -2 9~Airborne
Aerial Task C
j.236H
30×2[30,40] 150 / 600,120 6,8[6,7] [―,Forced 65] 3,0[3,1] High / Air, All - - 21 Until Landing,10 11 ±0[+3] -
  • [ ] Indicates high in air
Deja Vu (Task C)
214H
30×3 50 / 120 6×2,8 - 3×2,0 All - - 30 8(17)10(6)10 Total 30 - -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task C)
j.214H
30×2[30,40] 50 / 120 6,8[6,7] - 3,0[3,1] All - - 28 Until Landing (6)10 Total 30 - -
  • Deja Vu starts at 6F / [ ] Indicates high in air
Icon Properties
- - - - - - - - - 421 - - -
Deja Vu
- 50 / ― - - - - - - - - Total 30 - -
  • Deja Vu starts at 6F

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Sinusoidal Helios
632146H
28×6 -5000 7 - 2 All - - 6+8 2×6 Total 39 +11 1~15 Strike
Hemi Jack
632146S
0,15 -5000 8 - 0 Unblockable - - 17+183 536 Total 83 - -


Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Theater Of Pain
During IK Mode: 236236H
DESTROY - 6 - 3 All - - 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K 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 - - c.S, f.S 2H, 6H - Sp
5K - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H - Jump, Sp
5H - - - 2H 5D, 2D Jump (2nd hit), Sp
2H - - - - - 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 Jump, Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S - - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc