
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 |
---|---|---|---|---|---|---|---|---|---|---|
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
- 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/I-No/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)