
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 |
---|---|---|---|---|---|---|---|---|---|---|
Johnny | x1.00 | 3 | 4F | [98] Slightly Heavy | 11F (1~7F invuln) | 18f (1~14f foot invuln) | 28 | 25F | 24F | Step Dash (No Run) Zweihander |
- Can cancel Forward Dash into actions after 12F
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 | 6 | 7 | Mid | 1 | CSJ | 264 | 5 | 4 | 6 | +2 | |||
5K | 16 | 6 | 7 | Mid | 1 | SJ | 264 | 6 | 5 | 12 | -5 | |||
c.S | 26 | 10 | 7 | Mid | 2 | SJ | 264 | 6 | 3 | 8 | +3 | |||
f.S | 34 | 14 | 6 | Initial: 90% | Mid | 3 | S | 384 | 8 | 3 | 23 | -9 | ||
5H | 38 | 20 | 6 | Mid | 4 | S | 384 | 11 | 4 | 29 | -14 | |||
5D | 22 | 10 | 20 | Initial: 80% | High | 2 | 264 | 26 | 8 | 6 | ±0 | |||
6P | 25 | 10 | 10 | Initial: 80% | Mid | 2 | SJ | 264 | 11 | 6 | 13 | -5 | 1-4F Upper Body 5-16F Above Knees | |
6K | 30 | 10 | 20 | Initial: 80% | Mid | 2 | 264 | 16 | 4 | 11 | -1 | 7-13F Upper Body | ||
6H | 52 | 20 | 6 | Mid | 4 | SJ | 384 | 18 | 2 | 33 | -16 | 14-17F Upper Body | ||
2P | 10 | 3 | 8 | Initial: 90% | Mid | 0 | CS | 144 | 5 | 3 | 6 | +1 | ||
2K | 12 | 3 | 8 | Initial: 70% | Low | 0 | S | 144 | 8 | 4 | 4 | +2 | ||
2S | 30 | 10 | 7 | Initial: 75% | Low | 2 | S | 264 | 10 | 6 | 17 | -9 | ||
2H | 42 | 20 | 6 | Mid / Air | 4 | SJ | 384 | 15 | 3 | 14 + 6 After Landing | -4 | 7F Onwards Foot 9F Onwards Lower Body | ||
2D | 30, 20 | 14 | 6 | Low | 3 | S | 384 | 10 | 2(3)3 | 22 | -8 | |||
j.P | 12 | 3 | 8 | High/Air | 0 | CS | 144 | 7 | 5 | 9 | ||||
j.K | 20 | 6 | 7 | High/Air | 1 | SJ | 264 | 8 | 6 | 8 | ||||
j.S | 32 | 10 | 7 | High/Air | 2 | SJ | 264 | 10 | 2 | 17 | ||||
j.H | 40 | 10 | 7 | High/Air | 2 | S | 264 | 13 | 5 | 21 | ||||
j.D | 36 | 10 | 7 | High/Air | 2 | S | 264 | 8 | 7 | 14 + 5 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, 40 | -6,+8/- | Forced: 50% | Ground Throw: 63000 | 0,480 | 1 | 1 | +17 | ||||||
Air Throw | Air Throw | 0, 60 | -6,0/- | Forced: 65% | Air Throw: 192500 | 0,480 | 1 | 1 | |||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | Initial: 50% | All | 2 | -5000 / 264 | 14 | 10 | 10 | -6 | 1-23 Full 24-28 Throw | ||
Blitz | Blitz Attack | 50 | Initial: 55% | Mid | 1 | (15-48)+13 | 3 | 20 | -2 | ||||||
[Blitz] | Blitz Attack Max Charge | 50 | Mid | 4 | 50+13 | 3 | 20 | +5 |
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 | |
236H | Glitter is Gold | 10 | 2 | 12 | All | 2 | 6 | 31 | Total: 17 | +8 | |||||
41236P | Bacchus Sigh | 100/- | 17 | Total: 56 | |||||||||||
214P/K/S | Mist Stance | 0/- | Lv1: 9, Lv2: 6, Lv3: 4 | ||||||||||||
j.214P/K/S | Air Mist Stance | 50/- | Lv1: 8, Lv2: 6, Lv3: 4 | ||||||||||||
Ground Stance 66 | Mist Step Forward | Total: 14 | |||||||||||||
Ground Stance 44 | Mist Step Backward | Total: 13 | |||||||||||||
Air Stance 66/44 | Air Mist Step | Total: 16 | |||||||||||||
214P Level 1 | High Mist Finer Lv 1 | 30 | 14 | 12 | Forced: 80% | Mid | 3 | 100/480 | 9+4 | 4 | 17 | -4 | |||
214P Level 2 | High Mist Finer Lv 2 | 40 | 20 | 10 | Initial: 85% | Mid | 4 | 150/960 | 6+4 | 4 | 26 | -11 | |||
214P Level 3 | High Mist Finer Lv 3 | 60 | 20 | 6 | Mid | 4 | 200/1080 | 4+4 | 4 | 20 | -5 | ||||
214K Level 1 | Mid Mist Finer Lv 1 | 32 | 14 | 6 | Initial: 85% | All | 3 | 100/480 | 9+6 | 3 | 26 | -12 | |||
214K Level 2 | Mid Mist Finer Lv 2 | 40 | 20 | 10 | Initial: 85% | All | 4 | 150/960 | 6+4 | 3 | 23 | -7 | |||
214K Level 3 | Mid Mist Finer Lv 3 | 60 | 20 | 6 | All | 4 | 200/1080 | 4+4 | 3 | 29 | -7 | ||||
214S Level 1 | Low Mist Finer Lv 1 | 29 | 14 | 6 | Initial: 85% | Low/Air | 3 | 100/480 | 9+11 | 2 | 29 | -14 | |||
214S Level 2 | Low Mist Finer Lv 2 | 40 | 14 | 6 | Initial: 85% | Low/Air | 4 | 150/960 | 6+5 | 2 | 29 | -6 | |||
214S Level 3 | Low Mist Finer Lv 3 | 60 | 20 | 6 | Initial: 90% | Low/Air | 4 | 200/1080 | 4+5 | 2 | 20 | -3 | |||
j.214P Level 1 | Air High Mist Finer Lv 1 | 30 | 14 | 6 | Initial: 85% | All | 3 | 100/480 | 8+5 | 4 | 26 | ||||
j.214P Level 2 | Air High Mist Finer Lv 2 | 40 | 14 | 10 | Initial: 85% | All | 3 | 150/960 | 6+5 | 4 | 17 | ||||
j.214P Level 3 | Air High Mist Finer Lv 3 | 55 | 20 | 6 | All | 4 | 200/1080 | 4+5 | 4 | 16 | |||||
j.214K Level 1 | Air Mid Mist Finer Lv 1 | 32 | 14 | 6 | Initial: 85% | All | 3 | 100/480 | 8+6 | 3 | 33 | ||||
j.214K Level 2 | Air Mid Mist Finer Lv 2 | 40 | 14 | 10 | Initial: 85% | All | 3 | 150/960 | 6+6 | 3 | 17 | ||||
j.214K Level 3 | Air Mid Mist Finer Lv 3 | 55 | 14 | 6 | All | 3 | 200/1080 | 4+6 | 3 | 16 | |||||
j.214S Level 1 | Air Low Mist Finer Lv 1 | 29 | 14 | 6 | Initial: 85% | High/Air | 3 | 100/480 | 8+10 | 3 | 36 | -14 | |||
j.214S Level 2 | Air Low Mist Finer Lv 2 | 40 | 20 | 10 | Initial: 85% | High/Air | 4 | 150/960 | 6+10 | 3 | 20 | -4 | |||
j.214S Level 3 | Air Low Mist Finer Lv 3 | 55 | 20 | 10 | Initial: 90% | High/Air | 4 | 200/1080 | 4+10 | 3 | 20 | -4 | |||
Stance H | Stance Cancel | 4 | |||||||||||||
623K | Zweihander Transport | 200/- | 30 + 7 after landing | 4-6 Throw | |||||||||||
623K > K | Zweihander | 35, 55 | -6,-7/+20,+2 | 200%, Initial: 90% | All | 4, 2 | 0/360,120 | 1 | 1(4)10 | Until Landing + 10 | |||||
j.623K | Air Zweihander | Kick: 35 Fire: 40 | -6,-7/+20,+2 | None Initial: 90% | All | Kick: 4 Fire: 2 | 300/0,120 | 15 | 1(4)10 | Until Landing + 5 After |
- ※2 Since the tumble-state time is a fixed 60F, if the total amount of frames from tumble-state plus landing surpass the untechable time, the opponent will automatically recover from hitstun after tumble-state.
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 | |
2363214H | That's My Name | 20, 65×2 [25,81×2] | -0,-6×3/+20 | Mid | 4 | -5000/- | 4+4 | 3 | 22 | -6 | 1-10F All 11-17F Throw | ||||
632146S | Treasure Hunt | 60 [70] | 20 | 6 | Mid | 4 | -5000/- | 8+3~81 [4+3~85] | 2 | 66 | -49 | 9-12 All [5-8 All] |
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 | Joker Trick | DESTROY | 9+25 [5+25] | 4 | 30 | -17 | 9-37F All [5-33F All] |
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
Mist Cancel Frame Advantage Chart
Shows the frame advantage for each attack level assuming fastest possible mist cancel by level.
Attack Level | Normals | MC Level 1 | MC Level 2 | MC Level 3 |
---|---|---|---|---|
Level 0 | 2P, 2K | -4 | -1 | +1 |
Level 1 | 5P, 5K | -2 | +1 | +3 |
Level 2 | c.S, 2S, 6P | +0 | +3 | +5 |
Level 3 | f.S, 2D | +3 | +6 | +8 |
Level 4 | 5H, 6H | +5 | +8 | +10 |
Attack Level | Normals | MC Level 1 | MC Level 2 | MC Level 3 |
---|---|---|---|---|
Level 0 | j.P | -3 | -1 | +1 |
Level 1 | j.K | -1 | +1 | +3 |
Level 2 | j.S, j.H, j.D | +1 | +3 | +5 |
Level 3 | - | +4 | +6 | +8 |
Level 4 | 2H | +6 | +8 | +10 |

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)