GGXRD-R2/May/Frame Data

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< GGXRD-R2‎ | May
 May


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 /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
May x1.06 3 3F [105] Light 13F (1~9F invuln) 32 25F 22F

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 10 3 8 Initial: 80% Mid 0 CSJ 144 5 4 6 ±0
5K 20 6 7 Mid 1 SJ 264 9 6 9 -3 4~17 High Profile
c.S 30 14 6 Mid 3 SJ 384 7 3 15 -1
f.S 33 10 7 Mid 2 SJ 264 12 3 20 -9
5H 50 20 6 Mid 4 SJ 384 13 4 8 +7 Foot 13~16F
2P 10 3 8 Initial: 80% Mid 0 CSJ 144 4 4 6 ±0
2K 14 3 8 Initial: 80% Low 0 S 144 5 4 9 -3
2S 26 10 7 Mid 2 SJ 264 9 3 15 -4
2H 40 14 8 Mid 3 S 384 11 13 29 -25
j.P 8,8 3 8 High / Air 0 CS 144,144 5 2(2)2 9
j.K 24 6 7 High / Air 1 S 264 7 6 10
j.S 30 14 6 High / Air 3 SJ 384 12 4 5
j.H 38 14 6 High / Air 3 S 384 12 10 15
j.D 35 14 6 High / Air 3 SJ 384 10 12 24 + 5 Landing Recovery
6P 44 14 6 Mid 3 S 384 16 [19~45] {[46~47]} 6 18 [17] {[17]} -7 [-7~+7] {[+11]} 1~18 [1~9] {[1~39]} Above Knees
6K 35 10 7 Initial: 80% High / Air 2 264 20 5 8 +1 6~24 Foot
3K 24 6 7 Low 1 264 8 21 18 -27 8~28 Low Profile
6H 70 {[90]} 20 6 Mid {[High]} 4 S 384 16 [20~25] {[26]} 6 34 [31] {[21]} -21 [-18] {[-8]} 8~28 Low Profile
j.2H 34 20 6 High / Air 4 384 13 Until Landing 0
2D 30 14 6 Low 3 S 384 7 10 8 -1
5D 25 10 20 Initial: 80% High 2 264 27 3 18 -7

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 0,55 NA 6,0 Forced: 65% Ground Throw: 75250 0 480 1 +46
Air Throw 0,55 NA 6,0 Forced: 65% Air Throw: 210000 0 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 16 6 18 -10 1~21 Full
22~36 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 Hit: 11
Whiff: 20
-2
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 Hit: 11
Whiff: 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
[4]6S S Mr. Dolphin Horizontal 35 14 6 All 3 150 / 480 5 14 6+5 After Landing -4
[4]6H H Mr. Dolphin Horizontal 45 14 6 Initial: 80% All 3 150 / 480 13 20 9+5 After Landing -5
[2]8S S Mr. Dolphin Vertical 40 14 6 Mid,High / Air 3 150 / 480 8 20 2+5 After Landing -9 1~34 Throw
[2]8H H Mr. Dolphin Vertical 45 14 6 Mid,High / Air 3 150 / 480 15 26 2+5 After Landing -9
623K Overhead Kiss 0,40 NA 6,0,1 Forced: 75% Ground Throw: 157500 0,4 0 / 720 4 1~5 Throw
41236P/S P/S Applause for the Victim 20 0 8 All 0 250 / 120 25 36 Total 43 +2
41236K/H K/H Applause for the Victim 20 2 8 All 0 250 / 120 24 35 Total 37 +7
Jump on Dolphin Dolphin Boarding 50 10 7 Forced: 70% All 2 0 / 480 13 18 Until Landing+5
214P P Don't Miss It 40 2 7 All 2 250 / 120 37 Total 45
214K K Don't Miss It 40 2 7 All 2 250 / 120 37 Total 55
Ball Jump Ball Jump 40 2 7 All 2 0 / 120 7 6
j.41236H Ensenga? 30,20 20,10 6,7 High / Air 4,2 480 / 480,720 14 5(18) Until Landing 17 After Landing -15

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
236236S Great Yamada Attack 140 [175] 20 6 Forced: 65% Mid 4 -5000 / 0 9+0 28 38 -33 5~11F Strike
[1~9F Full]
[10~11F Strike]
63214H Ultimate Whiner 16,9×31 20 6,3×31 Mid 4 -5000 / 0 8+1 1 31 -13 1~9 All
10~14 Strike
63214S Ultimate Spinning Whirlwind 18×10 10 3 Mid 4 -5000 / 0 1+8 [2(12)]×9,2 21 -4 1 Full
1-End Throw
63214S > P Deluxe Goshogawara Bomber 48 14 12 Mid 3 0 11 10 24 +9

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 And Then She Said... Farewell DESTROY 14 6 All 3 9+19
[5+14]
3 34 -20 9~30 Full
[5~21 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD May 5P.pngGuardMidStartup5Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD May 2P.pngGuardMidStartup4Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGXRD May 6P.pngGuardMidStartup16 [19~45] {[46~47]}Recovery18 [17] {[17]}Advantage-7 [-7~+7] {[+11]} - 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGXRD May 5K.pngGuardMidStartup9Recovery9Advantage-3 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD May 2K.pngGuardLowStartup5Recovery9Advantage-3 5P[+], 2P[+], 6P[+] 5K[+], 2K[*][+], 6K c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD May 6K.pngGuardHigh / AirStartup20Recovery8Advantage+1 - - - - - -
3KGGXRD May 3K.pngGuardLowStartup8Recovery18Advantage-27 - - - - - -
c.SGGXRD May cS.pngGuardMidStartup7Recovery15Advantage-1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGXRD May fS.pngGuardMidStartup12Recovery20Advantage-9 - 6K 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGXRD May 2S.pngGuardMidStartup9Recovery15Advantage-4 - 6K, 3K - 5H, 2H 5D, 2D Special, Super
5HGGXRD May 5H.pngGuardMidStartup13Recovery8Advantage+7 - 6K - - 5D, 2D Special, Super
2HGGXRD May 2H.pngGuardMidStartup11Recovery29Advantage-25 - 6K - - 5D, 2D Special, Super
6HGGXRD May 6H.pngGuardMid {[High]}Startup16 [20~25] {[26]}Recovery34 [31] {[21]}Advantage-21 [-18] {[-8]} - - - - - Special, Super
5DGGXRD May 5D.pngGuardHighStartup27Recovery18Advantage-7 - - - - - Homing Jump, Homing Dash
2DGGXRD May 2D.pngGuardLowStartup7Recovery8Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD May jP.pngGuardHigh / AirStartup5Recovery9Advantage- j.P j.K j.S j.H j.D Special
j.KGGXRD May jK.pngGuardHigh / AirStartup7Recovery10Advantage- j.P - j.S j.H j.D Special
j.SGGXRD May jS.pngGuardHigh / AirStartup12Recovery5Advantage- - - - j.H j.D Jump, Special
j.HGGXRD May jH.pngGuardHigh / AirStartup12Recovery15Advantage- - - - - j.D Special
j.2HGGXRD May j2H.pngGuardHigh / AirStartup13Recovery0Advantage- - - - - - Special
j.DGGXRD May jD.pngGuardHigh / AirStartup10Recovery24 + 5 Landing RecoveryAdvantage- j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Jump, Special
  • 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
X[*] = X is a delayed gatling

External References

Hitbox videos on Streamable

Changelog

streamable.com hitboxes are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 27.05.2017, alt src: https://mega.nz/#F!V7QXVIwA!DKcHZ0rBUdkl_7NwuQJfMA

See GGXRD-R/Patch_Notes/Ver.1.03

Navigation

 May


To edit frame data, edit values in GGXRD-R2/May/Data.
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