GGXRD-R2/I-No/Frame Data

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I-No


Glossary

How do I read frame data?

System Data Glossary  
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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
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 /.


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
I-No x1.06 1 3F [105] Light 16F (1~8F invuln) 32 24F 20F Hoverdash
Hoverdash->Vertical Dash (663)
  • Can cancel Hover Dash into actions after 14F

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 12 3 8 Mid 0 CSJ 144 4 4 6 ±0
5K 20 6 7 Mid 1 SJ 264 7 7 12 -7
c.S 34 10 7 Mid 2 SJ 264 6 2 12 ±0
f.S 28 10 7 Mid 2 S 264 11 8 12 -6
5H 38 20 6 Mid 4 SJ 384 13 4 18 -3
5D 25 10 20 Initial: 80% High 2 264 26 12 9 -7
6P 32 10 7 Initial: 90% Mid 2 S 264 9 3 21 -10 1~4 Upper Body
5~11 Above Knees
6S 30 10 7 Mid 2 S 264 13 8 15 -9
6H 20,45 14,20 6×2 Initial: 80%, 100% Mid 3,4 S 384×2 5 4(12)8 17 -6
2P 10 3 8 Initial: 80% Mid 0 CS 144 5 2 5 +3
2K 15 3 8 Initial: 75% Low 0 S 144 5 2 8 ±0
2S 28 10 7 Mid 2 S 264 9 2 17 -5
2H 35 20 6 Mid 4 S 384 11 2 11 +6
2D 26 10 7 Low 2 S 264 10 3 18 -7
j.P 18 3 8 High / Air 0 CS 144 5 5 12
j.K 13 6 7 Initial: 90% High / Air 1 S 264 5 12 18
j.S 23 10 7 High / Air 2 SJ 264 8 6 23
j.H 35 10 7 High / Air 2 S 264 12 6 24
j.D 40 10 7 Initial: 80% High / Air 2 SJ 264 16 5 20 + 9 After Landing


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 0,60 NA 6, 0 Forced: 65% Ground Throw: 78750 0,2 480 1 +54
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 201250 0,4 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 11 3 25 -14 1~13F Full
14~33F Throw
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 1~50F: 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
66 Hover Dash
Hover > 66 Hover Dash > Air Dash
214P Antidepressant Scale 12×n 3, 3×N 8, 7×N All 0,1×n 250 / 120×n 18 Until Corner Total 50 -12
j.214P Air Antidepressant Scale 12×n 3, 3×N 8, 7×N All 0,1×n 250 / 120×n 15 Until Corner Until Landing
41236S S Stroke the Big Tree 40 20 6 Low 4 200 / 720 20 2 17 ±0 3~19F Above Knees
6~15F Throw
41236H H Stroke the Big Tree 40 20 6 Initial: 90% Low 4 200 / 720 28 2 14 +3 5~27F Above Knees
11~23F Throw
j.236P P Sultry Performance 30 10 7 High / Air 2 200 / 480 14 [53] Until Landing 15
j.236K K Sultry Performance 30 10 7 Initial: 85% High / Air 2 200 / 480 13 [52] Until Landing 12
j.236S S Sultry Performance 30 10 19 Forced: 70% High / Air 2 200 / 480 13 [52] Until Landing 14
j.236H H Sultry Performance 20×3 10 7 All 2 200 / 480 10 [50] 32 10 After Landing
214K Chemical Love 35 2 6 All 4 250 / 120 11 10 13+8 After Landing +3 1~ Airborne
j.214K Air Chemical Love 35 2 6 All 4 250 / 120 11 10 12 After Landing
214K > 214S Followup Chemical Love 25 2 8 All 0 0 / 120 13 9 After Landing
214S Vertical Chemical Love 40 2 7 All 2 250 / 120 11 11 11+9 After Landing -4 1~ Airborne
j.214S Air Vertical Chemical Love 40 2 7 All 2 250 / 120 11 11 8 After Landing
214H Sterilization Method 0,60 -NA 6×2 Forced: 60% Air Throw: 227500 0,3 0 / 480 19 4 Total 26+3 After Landing 1~9F Above Knees
10~22F Upper body
13~ Airborne
17~22F Throw
j.214H Air Sterilization Method 0,60 -NA 6×2 Forced: 60% Air Throw: 227500 0,3 0 / 480 6 6 8 After Landing 1~11F Upper Body
4~11F Throw


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
632146H Longing Desperation 50×3
[62×3]
10 7 80 Mid 2 -5000 / 0 7+2 20 10 +1 1~13F Strike
[1~13F Full]
j.2363214S Ultimate Fortissimo 50×3 14 6 Mid 3 -5000 / 0 7+0 7 16 1~7F Strike


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 Megalomania DESTROY 14 6 All 3 9+12
[5+9]
6 30 -19 9~30F Full
[5~19F Full]


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Ino 5P.pngGuard:
Mid
Startup:
4
Recovery:
6
Advantage:
±0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super, Dash
2PGGXRD Ino 2P.pngGuard:
Mid
Startup:
5
Recovery:
5
Advantage:
+3
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 6S, 2S 5H, 2H 5D, 2D Special, Super, Dash
6PGGXRD Ino 6P.pngGuard:
Mid
Startup:
9
Recovery:
21
Advantage:
-10
- - c.S, f.S, 6S, 2S 5H, 2H, 6H 5D, 2D Special, Super, Dash
5KGGXRD Ino 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
-7
6P - c.S, f.S, 6S, 2S 5H, 2H 5D, 2D Jump, Special, Super, Dash
2KGGXRD Ino 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
±0
6P - c.S, f.S, 6S, 2S 2H 5D, 2D Special, Super, Dash
c.SGGXRD Ino c.S.pngGuard:
Mid
Startup:
6
Recovery:
12
Advantage:
±0
6P - f.S, 6S, 2S 5H, 2H 5D, 2D Jump, Special, Super, Dash
f.SGGXRD Ino f.S.pngGuard:
Mid
Startup:
11
Recovery:
12
Advantage:
-6
- - 2S 5H, 2H 5D, 2D Special, Super, Dash
6SGGXRD-R2 Ino 6S.pngGuard:
Mid
Startup:
13
Recovery:
15
Advantage:
-9
- - 2S 5H, 2H 5D, 2D Special, Super, Dash
2SGGXRD Ino 2S.pngGuard:
Mid
Startup:
9
Recovery:
17
Advantage:
-5
- - - 5H, 2H 5D, 2D Special, Super, Dash
5HGGXRD Ino 5H.pngGuard:
Mid
Startup:
13
Recovery:
18
Advantage:
-3
- - - 2H 5D, 2D Jump, Special, Super, Dash
2HGGXRD Ino 2H.pngGuard:
Mid
Startup:
11
Recovery:
11
Advantage:
+6
- - - - 5D, 2D Special, Super, Dash
6HGGXRD Ino 6H.pngGuard:
Mid
Startup:
5
Recovery:
17
Advantage:
-6
- - - - - Special, Super
5DGGXRD Ino 5D.pngGuard:
High
Startup:
26
Recovery:
9
Advantage:
-7
- - - - - Homing Jump, Homing Dash
2DGGXRD Ino 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
- - - - - Special, Super, Dash
Air Gatlings
P K S H D Cancel
j.PGGXRD Ino j.P.pngGuard:
High / Air
Startup:
5
Recovery:
12
Advantage:
-
j.P[+] j.K[+] j.S j.H j.D Special, Super
j.KGGXRD Ino j.K.pngGuard:
High / Air
Startup:
5
Recovery:
18
Advantage:
-
j.P - j.S - j.D Special, Super
j.SGGXRD Ino j.S.pngGuard:
High / Air
Startup:
8
Recovery:
23
Advantage:
-
- j.K - j.H j.D Jump, Special, Super
j.HGGXRD Ino j.H.pngGuard:
High / Air
Startup:
12
Recovery:
24
Advantage:
-
- - - - j.D Special, Super
j.DGGXRD Ino j.D.pngGuard:
High / Air
Startup:
16
Recovery:
20 + 9 After Landing
Advantage:
-
- - - - - Jump, Special, Super
  • 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

See GGXRD-R2/1.03 patch notes

Navigation

I-No
Ambox notice.png To edit frame data, edit values in GGXRD-R2/I-No/Data.