
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 |
---|---|---|---|---|---|---|---|---|---|---|
Slayer | x0.96 | 1 | 4F | [100] Medium | 28F (1~20F invuln) | 18F (Short) 24F (Long). Both 5~12F strike invuln, 7-12F throw invuln | 28 | 26F | 20F | Run replaced with Teleport Dash |
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 | 16 | 6 | 7 | Mid | 1 | CSJ | 144 | 5 | 6 | 6 | 0 | |||
5K | 28 | 10 | 7 | Initial: 90% | Mid | 2 | SJ | 264 | 7 | 3 | 8 | +3 | ||
c.S | 28 | 10 | 7 | Mid | 2 | SJ | 264 | 5 | 4 | 14 | -4 | |||
f.S | 32 | 10 | 7 | Mid | 2 | SJ | 264 | 13 | 2 | 6 | +6 | |||
5H | 50 | 20 | 6 | Mid | 4 | SJ | 384 | 13 | 5 | 18 | -4 | |||
5D | 28 | 10 | 20 | Initial: 80% | High | 2 | 264 | 24 | 3 | 20 | -9 | |||
6P | 45 | 20 | 6 | Initial: 90% | Mid | 4 | 384 | 18 | 6 | 14 | -1 | 1~6 Upper Body 7~23 Above Knees | ||
6K | 30 | 10 | 7 | Initial: 90% | High / Air | 2 | 264 | 20 | 5 | 4+4 After Landing[Total 32] | +1 | 6f~?f Airborne | ||
6H | 50 | 20 | 6 | Mid | 4 | S | 384 | 17 | 6 | 15 | -2 | |||
2P | 10 | 3 | 8 | Initial: 80% | Mid | 0 | CS | 144 | 5 | 2 | 6 | +2 | ||
2K | 20 | 10 | 7 | Initial: 90% | Low | 2 | S | 264 | 6 | 2 | 8 | +4 | ||
2S | 34 | 10 | 7 | Mid | 2 | SJ | 264 | 10 | 9 | 12 | -7 | |||
2H | 48 | 10 | 6 | Initial: 80% | Low | 3 | 384 | 13 | 2 | 25 | -10 | 5~14 Foot | ||
2D | 30 | 20 | 6 | Low | 4 | 384 | 9 | 21 | 9 | -11 | ||||
j.P | 13 | 6 | 7 | High / Air | 1 | CS | 264 | 5 | 3 | 9 | ||||
j.K | 24 | 10 | 7 | High / Air | 2 | SJ | 264 | 6 | 9 | 16 | ||||
j.2K | 22 | 10 | 15 | All | 2 | S | 360 | 13 | 3 | 18 | ||||
j.S | 20×N | 10 | 7 | High / Air | 2 | SJ | 264 | 4[8] | {2(2)2(4)}×4 | 34 | ||||
j.H | 36 | 10 | 7 | High / Air | 2 | S | 264 | 13 | 5 | 18 | ||||
j.D | 40 | 10 | 7 | High / Air | 2 | SJ | 264 | 7 | 5 | 32 + 5 Landing Recovery |
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 | 0,68 | NA | 6,0 | Forced: 65% | Ground Throw: 85750 | 0,2 | 480 | 1 | +12 to +22 | |||||
Air Throw | Air Throw | 0,60 | NA | 6,0 | Forced: 65% | Air Throw: 192500 | 0 | 480 | 1 | ||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | Initial: 50% | All | 2 | -5000 / 264 | 18 | 6 | 17 | -9 | 1~23 Full 24~36 Throw | ||
Blitz | Blitz Attack | 50 | Initial: 55% | Mid | 4 | (15-48)+13 | 3 | Hit: 11 Whiff: 20 | -2 | 1~Button release: Blitz | |||||
[Blitz] | Blitz Attack Max Charge | 50 | Mid | 4 | 50+13 | 3 | 20 | +5 | 1~Button release: 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 | |
236P | P Mappa Hunch | 40 | 20 | 6 | Mid | 4 | 200 / 480 | 11 | 3 | 17 | -1 | ||||
236K | K Mappa Hunch | 40 | 20 | 6 | Mid | 4 | 200 / 480 | 14 | 6 | 15 | -2 | ||||
214P | P Dandy Step | 250 | Total 30 | 1~3 Strike | |||||||||||
214K | K Dandy Step | 250 | Total 38 | 1~6 Strike | |||||||||||
P Dandy > P | Pilebunker (P Dandy Step) | 70 | 20 | 6 | Initial: 90% | Mid | 4 | 300 / 720 | 4 | 3 | 36 | -20 | |||
K Dandy > P | Pilebunker (K Dandy Step) | 80 | 20 | 10 | Forced: 85% | Mid | 4 | 300 / 720 | 4 | 3 | 36 | -20 | |||
Dandy > K | Crosswise Heel | 27,32 | 10 | 7 | Mid | 2 | 300 / 480×2 | 6 | 4(9)7 | 16+5 After Landing | -14 | 1~18 Throw 3~18 Above Feet | |||
Dandy > S | Under Pressure | 36 | 10 | 7 | Mid | 2 | 250 / 720 | 5 | 2 | 12 | ±0 | ||||
Under Pressure > H | It's Late | 52 | 20 | 6 | Initial: 90% | High | 4 | 250 / 720 | 14 | 6 | 10 | +3 | 1~19F Throw | ||
Dandy > H | Helter Skelter | 32 | 14 | 6 | Initial: 80% | All | 3 | 300 / 720 | 25 | 6 | 13 | +12 | 1~2F Low Body 22~25F Throw | ||
632146P | Undertow | 60 | NA | 6 | Initial: 70% | Unblockable | 4 | 200 / 720 | 39 | 1 | 22 | ||||
63214H | Bloodsucking Universe | 0,72 | NA | 26,0 | Forced: 80% | Ground Throw: 161000 | 0 | 0 / 720 | 7 | 2 | Total 42 | ||||
j.214K | 40×6 | 14 | 6 | All | 3 | 200 / 360×6 | 5 | [2(2)]×6 | 14 After Landing |
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 | |
632146S | Dead On Time | 140 [175] | 20 | 6 | Forced: 85% | All | 4 | -5000 / 0 | 7+0 | 8 | 36+21 After Landing | -47 | 7~9 Strike [1~9 All] [7-9 Strike] | ||
236236H | Eternal Wings | 88 | 20 | 6 | Forced: 85% | Mid | 4 | -5000 / 0 | 5+4 | 18 | 36+7 After Landing | -42 | 1~26 Full | ||
j.214214S | Straight-Down Dandy | 100 [120] | 20 | 3 | Forced: 80% [None] | Mid | 4 | -5000 / 0 | 8+3 | Until Landing | 20 After Landing | 1~10 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 | All Dead | DESTROY | 14 | 6 | All | 3 | 0 | 9+9 [5+5] | 6 | 30 | -19 | 1~8 Above Knees 9~23 Full [1~4 Above Knees] [5~15 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
Facedown or Faceup Knockdown
Knockdowns in Xrd may be either facedown or faceup. The table below lists the knockdown types for some of Slayer's common knockdowns.
Any move not listed below should cause a faceup knockdown (from an air hit that is not teched).
Knockdown Type | Move |
---|---|
Facedown | 2H 2D 6P / DAA (after wall bounce) Ground Throw Blitz Attack P Pilebunker (counterhit) Eternal Wings |
Faceup | 6P / DAA (no wallbounce) 6H j.D Air Throw Pilebunker (non-counterhit) Crosswise Heel It's Late Footloose Journey Undertow Dead On Time Straight Down Dandy |
Backdash Cancel (BDC)
Cancel Frame | Invul Transferred to Jump |
---|---|
1-12 | 4 |
13 | 3 |
14 | 2 |
15 | 1 |
16+ | 0 |
Cancel Frame | Invul Transferred to Special/Super |
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1 | 7 |
2-9 | 6 |
10 | 5 |
11 | 4 |
12 | 3 |
13 | 2 |
14 | 1 |
15+ | 0 |
- Cancel Frame is the frame where the cancel takes place after the backdash starts. For BDC Jump, Cancel Frame is the frame when the jump input is made. For BDC Specials, Cancel Frame is the frame when the special/super is completed after canceling backdash into jump.
- BDC Special data assumes that the special input is completed on the 1st frame of jump startup. If the special input is completed after the 1st frame of jump startup, fewer invulnerability frames are transferred to the special.
6K Frame Advantage on Crouchers
6K hits later on crouching characters than on standing, so the frame advantage varies.
Frame Advantage | |
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+3 | ![]() ![]() |
+4 | ![]() ![]() |
+5 | ![]() ![]() and Everyone else |
+6 | ![]() ![]() ![]() ![]() ![]() |

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 •