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MoveData GGXRDR2
> notes:
None
Use the filters below to narrow your results.
chara:
Answer (1)
·
Axl Low (1)
·
Baiken (1)
·
Bedman (1)
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Chipp Zanuff (1)
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Dizzy (1)
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Elphelt Valentine (1)
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Faust (1)
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I-No (1)
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Jack-O (1)
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Jam Kuradoberi (1)
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Johnny (1)
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Kum Haehyun (1)
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Ky Kiske (1)
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Leo Whitefang (1)
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May (1)
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Millia Rage (1)
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Potemkin (1)
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Ramlethal Valentine (1)
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Raven (1)
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Sin Kiske (1)
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Slayer (1)
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Sol Badguy (1)
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Venom (1)
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Zato-1 (1)
name:
None
(25)
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Dead Angle Attack (20)
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Air Throw (4)
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Cancel (3)
·
Blitz Attack (2)
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Ground Throw (2)
Other values:
Air Beta Blade
Air Chemical Love
Air H Stun Edge
Air H We Fought a Lot Together
Air K We Talked a Lot Together
Air P We Talked a Lot Together
Air S We Fought a Lot Together
Air Savvy Ninpo: Data Logging (Catch)
Air Savvy Ninpo: Request for Approval
Air Scharf Kugel (Excitement 0-2)
Air Scharf Kugel (Excitement 3-5)
Air Scharf Kugel (Excitement 6+)
Air Sword Retrieval
Air Task A
Air Task A’
Air Task B
Air Vertical Chemical Love
Alpha Blade
Alpha Plus
Artemis Hunter
Axl Bomber
Backward
Berry Pine
Berry Pine Explosion (Throw)
Beta Blade
Blitz Attack Max Charge
Bomb
Bridal Express
bt.K
bt.P
Can't Hear You!
Cancel Seal of Approval
Cassius
Charged Stun Edge
Chemical Love
Chibi Faust
Crawl
Déjà Vu (Task C)
Deluxe Goshogawara Bomber
Digitalis
Drunkard Shade
Dust
Ensenga?
Face FLASH!
Fire
Fireworks
Followup Chemical Love
For Putting Out the Light
Forward
From Behind
Gamma Blade
Ghost Pick Up
Ghost Place
Ghost Set
Going My Way (Pogo)
Gun Flame (DI)
Gun Flame (Feint)
H Invite Hell
H Mad Struggle
H Silent Force
H Stroke the Big Tree
H Tandem Top
H We Fought a Lot Together
Hammer Fall Brake
Helium Gas
Holler!
Horizontal Movement
Icon Properties
It's Late
Jump Down
Jump Pad
Just A Taste!
K Mappa Hunch
K Tsubaki
K Tsuyoshishiki Ten'i
K We Talked a Lot Together
Kaltes Gestöber Dritt
Keltos Gestöber Erst
Kunai
Large Faust
Launch
Lust Shaker
Melody Chain
Meteors
Oil Combustion
P Mappa Hunch
P Tsubaki
P Tsuyoshishiki Ten'i
P We Talked a Lot Together
Pull Back
Release
Remove the Chain of Chiron (No Tension)
Resshou
Rokkonsogi
Rokusai
Roll > Miss Travalier
Roll Again
S Double Head Morbid
S Invite Hell
S Mad Struggle
S Silent Force
S Tandem Top
S We Fought a Lot Together
S/H Tsuyoshishiki Ten'i
Sakura
Savvy Ninpo: Data Logging (Catch)
Savvy Ninpo: Request for Approval
Savvy Ninpo: Seal of Approval
Savvy Ninpo: Stepping Down
Scharf Kugel (Excitement 6+)
Shinkirou
Shuriken (Fast)
Shuriken (Slow)
Small Jump
Spindle Spinner
Spinning Chain Strike
Stance Cancel
Stun Dipper
Stun Edge
Sword Retrieval
Task A
Task A’
Task B
Task C
Tetsuzansen
The Light Was So Small In the Beginning
Thrust
Thunder Shadow Chain
Tsuyoshishiki Meisai
Turbo Fall
Ultimate Whiner
Undertow
Vertical Chemical Love
What Could This Be?
What Could This Be? (Pogo)
Youzansen
Search
notes:
(Click arrow to add another value)
None
·
[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
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Hitstop 30F
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Slighty refills own Burst and slightly drains opponent's Burst on hit
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Crumples opponent on ground CH (79F)
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Crumples opponent on ground hit
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Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
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Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
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Minimum damage: 20%
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Values in [ ] are for Burst version
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Stun: 30
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minimum Damage: 20% [50%]
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Stun value: 30
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[ ] values are for Burst version
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IK Mode Activation: 84F [5F+5F]
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3F onwards Airborne
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Stun value: 0
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4F onwards Airborne
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7F onwards airborne
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8F onwards airborne
Other values:
(Slowest: Normal: 44F, CH: 44F / Lvl1: Normal: 35F, CH: 32F / Lvl2: Normal: 32F, CH: 29F / Lvl3: Normal: 26F, CH: 23F / Fastest: Normal: 21F, CH: 21F)
0F Hitstop
0F hitstop for all followup hits
1-17F travels towards opponent
1-6F Can pass through opponent
1000 calories consumed at the following times: 1F, 26F, 38F, 50F, 58F
10F onward Airborne
10F onwards Airborne
10~Double Jump or Air Dash or Air Backdash possible
10~summon can perform actions,Summon Gauge maximum 6000,-10 every 1F
11F onwards Airborne
11th hit knocks down opponent
12F Bubble formed
12F onwards Can cancel into Reload
12~Followup moves possible
14F onwards Can cancel into Reload
16-??F Underground: 16F recovery, ??-??F Underground: 24F recovery, ??-120F Underground: 36F recovery
17F onwards can cancel into air moves
19-24F: 110
1F onwards Airborne
1st and 2nd hit has hitstop 6F
1st hit causes guaranteed knockdown
1st hit has hitstop 6F
1st hit launches and pulls in opponent
1st hit launches opponent (untechable for 14F, 28F on CH)
1st hit stagger opponent on CH (Max 31F, min 15F)
1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
20% [40%] minimum damage
20% minimum damage
20F onwards can cancel into Reload
21F Bubble formed
21F window until opponent lands
25-30F: 121
25F onwards can cancel into followup attacks
28F untech duration on air hit
2nd disc has startup 25F, 3rd disc has startup 45F
2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
2nd hit blows away opponent (untechable for 24F)
2nd hit has hitstop 40F
2nd hit has startup 14F
2nd hit has startup 30F, 3rd hit 39F
2nd hit hits crouching block opponent on frame 32 (tested vs. Sol)
2nd hit launches on air hit (Normal: 18F, CH: 36F)
2nd hit launches on ground hit (Normal: 28F, CH: knockdown)
2nd hit only occurs if 1st hit Clean Hits opponent
2nd hit pulls in
2nd hit pulls in opponent
2nd hit stagger opponent on CH (Max 32F, min 15F)
2nd hit staggers for 69F max, frame adv between +62F~+27F
2nd hit startup 18F [23F], untechable for 36F
2nd hit startup 29F, Attack Lv 4
2nd hit startup is 25F, 3rd hit startup 35F
2nd hit: ground bounce + knockdown
2nd-5th hits each have hitstop 5F
2nd-5th hits only occur if 1st hit hits opponent
3 Hits max
30 frames charge required
30F charge time
31-36F: 132
39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
3F gap between each hit
4 hits min, 23 hits max
40F charge time
46F onwards Airborne
4F [1F] onward Airborne
57~136F If the fish is hit by the opponent, it will counterattack after hitstop
5F onwards Airborne
5F onwards can cancel into Getreuer
68F onwards pulls in characters and items towards Black Hole
6F gap between hits
6F onwards airborne
7-36F Airborne
8F onwards can cancel into Zweihander
90F wallstick upon successful counter
9F onward Airborne
9F onwards Airborne
Above Knees invul can extend til 29F with button hold
Above Knees invul can extend til 66F with button hold
Active frames for max hits is [3(3)]*11,3(9)3
Active frames of 4(6)4 are all treated as the 1st hit
Additional daggers appear on 70F and 100F
Additional hits have active frames: (8) 18
After absorbing a hit and gaining a level, it takes 120f before excitement level increases with time again
After absorbing a hit, it takes 180f before the health starts to regenerate
After opponent touches Bacchus Sigh, blocked Mist Finer staggers opponent.
After releasing button 1~3 Full,4~8 Strike
After successful catch, Jam can move on 7F, opponent can move on 9F
Air hit blows away opponent, untechable for 60F, guaranteed knockdown on CH
Air hit causes guaranteed knockdown
Air hit causes guaranteed knockdown (Face Down)
Air hit causes guaranteed knockdown (Face Up)
Air hit ground slides, untechable for 80F, can recover during slide. Opponent slides for 60F + guaranteed knockdown on CH
Air hit is untechable
Air hit is untechable for 14F, 28F on CH
Air hit launches opponent (untechable for 14F/ 28F on CH)
Air hit plummets opponent, untechable for 36F, guaranteed knockdown on CH
Air hit untechable for 19F
Air hit untechable for 28F
Air hit untechable for 32F, 64F on CH
Airborne from 5F
Airborne on frame 4
Animation can be freely cancelled into everything including Roman Cancel.
Armor from 1F after cinematic to 3F after button release (Max: 152F)
Armor is for 1 hit
Attack begins during opponent's Hitstop?
Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F
Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F
Attack comes out 2F after button release
Attack hitbox disappears after ball bounces 3 times
Attack only appears if the corresponding Business Card is deployed
Attack only becomes activate upon getting close to the opponent
Attack starts 4f after button is released
Attack starts 6f after button is released
Attack starts up 10F after button release
Auto jump installs
Automatically attacks after 43F
Automatically attacks after 45F
Automatically attacks after 47F
Automatically cancels into Down the Ladder if this guards an attack
Bacchus Sigh lasts for about 8 seconds or until opponent is hit by Mist Finer
Baiken goes into recovey animation 5F after attack touches opponent
Beak Driver starts up 2F after release
Becomes unblockable when max charged
Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown)
Blows away and wall bounces opponent on CH, guaranteed knockdown
Blows away and wall bounces opponent on CH, untechable for 44F
Blows away and wall bounces opponent on air hit (untechable for 14F/28F on CH)
Blows away and wall bounces opponent on ground hit (untechable for 28F/guaranteed knockdown on CH)
Blows away and wall bounces opponent on hit
Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
Blows away and wall sticks opponent on CH, guaranteed knockdown
Blows away opponent on ground hit, guaranteed knockdown
Blows away opponent on ground hit, guaranteed knockdown (Face Down)
Blows away opponent on hit
Blows away opponent on hit, guaranteed knockdown
Blows away opponent on hit, guaranteed knockdown (Face Up)
Blows away opponent on hit.
Blows away opponent on normal hit, guaranteed knockdown
Blows away opponent on normal hit, untechable for 22F
Blows away opponent on normal hit, untechable for 75F
Blows opponent away and wall sticks opponent on hit (untechable for 40F / 80F on CH)
Blows opponent away and wall sticks opponent on hit (untechable for 40F/80F on CH)
Blows opponent away on air hit (untechable for 18F/ guaranteed knockdown on CH)
Blows opponent away on airhit
Blows opponent away on hit
Blows opponent away on hit (untechable for 28F)
Blows opponent away on hit + wall bounce
Blows opponent away on hit(knockdown)
Blows opponent away on hit, guaranteed knockdown (Face Up)
Both items are functionally identical
Bounce Recovery Animation: Until landing+6
Bubble lasts for 148F or until it gets popped
Bubble lasts for 157F or until it gets popped
CH Hitstop: 33F
CH recovery state
Can Cancel and move reticule on 13F
Can Fire on 28F
Can YRC on 25F and attack will still come out
Can YRC on 7F and attack will still come out
Can be FD cancelled on frame 1-2
Can be canceled into Roll Again from 18~20F
Can be canceled into all other attacks from 25F onward(except throw)
Can be held to prolong Guard Point from 37F up to 77F, with 14F of recovery after you let go of the button
Can be steered left/right with joystick
Can cancel guard into Azami during hitstop and blockstun
Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
Can cancel into 5H~P from 25F onwards
Can cancel into 5P, 2P, 5K even on whiff from frame 12
Can cancel into 5P, 2P, 5K even on whiff from frame 9
Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards
Can cancel into Air Movement from 11F onwards
Can cancel into Attacks from 2F onwards
Can cancel into Forpeli on hit/block
Can cancel into Lust Shaker, Digitalis, and Dust from 12~20F
Can cancel into Mist Finer from 10F onwards
Can cancel into Mist Finer from 9F onwards
Can cancel into Senri Shinshou (Followup) 18-29F
Can cancel into Treasure Hunt from 1F onwards
Can cancel into all Seal followups on hit/block/whiff except another Safety Net
Can cancel into f.S~P or 5H from 17F onwards
Can cancel into followps 2F onwards. E.g. fastest Suzuran Kuchinashi is 13f effective startup.
Can cancel into followup after successful catch or after 10F
Can cancel into followup attacks on successful parry during hitstop and blockstun
Can cancel into followups 36~41F
Can cancel into followups 9F-24F
Can cancel into followups after 13F
Can cancel into followups after frame 15 (so fastest followups start on frame 16)
Can cancel into followups after frame 27 (so fastest followups start on frame 28)
Can cancel into followups on 21F on whiff
Can cancel into followups on 7F on hit
Can cancel into jump 1-14F
Can clash with projectiles
Can control the opponent left/right with lever from 1F after cinematic to button release (Max: 149f)
Can control the opponent up/down/left/right only if they are in hitstun (Max: 149f)
Can go through opponent
Can not hit crouching opponents
Can pass through opponent 1-10F
Can pass through opponent 2-14F
Can transition into different variants of the move starting on the 7th frame
Can use moves at 7F
Can use moves at 9F
Can whiff cancel into 5P from 10th frame
Can whiff cancel into 5P, 5K, 2P, 2K, 6P from 13th frame
Cancel into other special from 9f onward
Cancelable to other attack follow-ups on hit
Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
Cancels projectiles from 10-24f.
Cannot be canceled into
Cannot combo after. Knocks back + wall bounces on ground hit (Normal: 28F, CH: knockdown)
Card appears on 19F
Card appears on 21F
Causes special knockdown on CH (regular knockdown time -11F)
Charge for 32F to become charged version
Charge times: Lvl1: 33F, Lvl2: 45F, Lvl3: 83F
Charge: knocks back + wallsticks on air hit (Normal: 18f, CH: knockdown)
Chip damage is 2×34
Clean Hit window is 7F
Cooldown 1100F
Cooldown 1400F
Cooldown 600F
Cooldown 900F
Costs 1 Coin
Costs 1000 Calories
Counter hit roll for 82F
Counters everything except throws and unblockables
Creates a Shield around Jack-O' that nullifies all projectiles
Damage and Active Frames listed are for each Dagger
Damage and Frame Advantage listed is on successful catch
Damage and level change with each set of 9 active frames
Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100 [125],Reaper(Green):140 [175],Reaper(Purple):180 [225],Angel:Upon Self 10(RISC -6)
Damage depends on what hit the ball. See Ball Velocity Table for details.
Damage for Ghosts: Level 1: 50, Level 2: 65, Level 3: 80
Damage for Servants: Level 1: 30, Level 2: 45, Level 3: 60
Damage taken while in armor state does not affect Raven's Stun value.
Dandy Step does not benefit from the effect, only its followups
Deals stun as if it's dmg was 80
Default duration 240F, Hellfire duration 288F
Deja Vu starts at 6F
Does not attack until opponent becomes airborne
Duration: 420F (During Hell Fire: 504F)
During [ ], can hit opponents in hitstun
During lever wiggle and button mashing, data in { } loops. Maximum hits: 25
Each hit floats opponent and causes guaranteed knockdown
Each hit has hitstop 6F
Each level of Excitement increases number of hits by 5
Eddie appears summoned after Great White ends if Summon Gauge is not empty
Eddie is recalled on frame 7
Effect can be stacked multiple times up to a maximum of 600F
Ending attack behind opponent puts Leo in Brynhildr Stance
Excitement +1 after holding this move for 41F, 121F, and every 60F after
Excitement +1 on hit
Excitement +3 for each attack guarded
Excitement +3 on hit
Excitement +5 on hit
Excitement Lv +6 Frame Adv +63, 14F to hit opponent before they land
Excitement Lv 3-5 Frame Adv +58, 9F to hit opponent before they land
Exits stance
Explodes on self also(Self-blow up damage 30)
Fastest Azami Followup is 1F(236236Hs) other followups are 2F
Fastest Neutral > Fire (Powered Up) is 62F
Fastest Neutral > Fire is 30F
Fastest possible Azami Followup is 1F
Fastest possible air dash from Standing is 28F
Fastest possible startup from standing position is 14F (Tiger Knee'd)
Fire floats opponent on hit
First 3 hits launch and pull in opponent
First hit forces opponent into crouching state on ground hit
First hit has 18f total blockstun, second hit has 31f total blockstun
Flame pillars: Start-up in 17F, then every 3F, active for 22
Floats and pulls in opponent opponent, guranteed knockdown
Floats on hit, untechable for 35F / knockdown on CH
Floats on hit, untechable for 45F / knockdown on CH
Floats on hit, untechable for 60F / knockdown on CH
Floats opponent on hit
Floats opponent on hit, untechable for 52F
Followup hits can be inputted on frames 22, 31, 40, 49
Followup moves are possible at 23F and become unblockable after waiting 150F
Forces opponent into crouching state on ground hit
Forces opponent into crouching state on standing hit
Forces opponent into standing state on crouching hit
Forces standing on ground hit
Frame Adv listed is on hit
Frame Adv listed is vs standing Sol
Frame Adv listed is when done at lowest possible height against a standing Sol
Frame Adv listed is when done right next to opponent
Frame Adv listed is when j.D is done from lowest height possible
Frame Adv listed is when performed from lowest possible height
Frame Adv listed is when this attack is standing blocked on 22F
Frame Adv on 5H > Stance is -3
Frame Adv on standing Sol varies from -2 to +7, depending on point of impact
Frame Advantage Listed is for lowest possible Air Low Mist Finer
Frame Advantage Listed is from Tiger Knee-ing this attack
Frame Advantage is based on May in the corner and used at point-blank range
Frame Advantage is computed from the lowest possible Air Zest
Frame Advantage is fastest Spear Point Centripetal Dance > Cancel
Frame Advantage is on lowest height
Frame Advantage is on lowest possible height
Frame Advantage listed is for lowest IAD Tatami
Frame Advantage listed is on crouching block Sol
Frame advantage calculated on a standing opponent
Frame advantage is after Thrust > Cancel [Launch > Cancel]
Frame advantage is against Sol
Frame advantage is when done at lowest height
Frame advantage is when done at point blank
Frame advantage is when done at point blank.
Frame advantage listed is against crouching Sol
Frame advantage listed is from Tiger Knee'd
Frame advantage listed is on hit
Frame advantage listed is on successful throw
Frame advantage on OTG hit is +11F
Frame advantage on hit is +37F
From frame 12 (2nd recovery frame), can whiff cancel into 5P, 2P, 5K, 2K, and 6P
From frame 16 (2nd recovery frame), can whiff cancel into 6H
From frame 8 (2nd recovery frame), can cancel to It's Late
Front / Behind determination occurs on 12F
Front / Behind determination occurs on 25F
Gains 2 coins on hit, 3 if max charged
Gains Card on 41F, MAX on 66F
Ghost health restored to max after putting away
Ground Bounce on counterhit
Ground Bounces
Ground bounces opponent on hit
Ground counter hit staggers opponent. max: 29F
Ground hit blows away opponent, guaranteed knockdown
Ground hit causes short stagger
Ground hit ground slides opponent for 40F + knockdown
Ground hit guaranteed knockdown
Ground hit is untechable for 28F, guaranteed knockdown on CH
Ground hit knocks down opponent
Ground hit launches opponent (untechable for 28F/guaranteed knockdown on CH)
Ground hits: Stun damage 2
Ground slides and wall sticks opponent, untechable for 90F, 180F on CH
Ground slides opponent, untechable for 80F, can recover during slide. Opponent slides for 60F + knockdown on CH
Guard Point doesn't work against Overdrives and Instant Kills
Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Guard point recovery ia invulnerable
Guards high and mid attacks
Has a minimum height requirement
Heavily scales RISC
Hits 1-10 have 0F hitstop
Hits crouching Sol on 23F
Hits crouching Sol on 26F
Hits crouching characters on 24F
Hits crouching opponent on 24F (tested on Sol)
Hits crouching opponents on 20F (tested on Sol)
Hits crouching opponents on 21F (tested on Sol)
Hits crouching opponnet at 20F
Hits crouching sol on 25F
Hits opponent towards the direction Kum is facing
Hits standing Sol on 277F
Hitstop 0F
Hitstop 11F for hits 1 and 2 on CH, 13F for 3rd hit
Hitstop 20F
Hitstop 20F on ground hit
Hitstop 20F, 32F on CH
Hitstop 25F, 37F on CH
Hitstop 6F on normal hit, 8F on CH
Hitstop 6F per hit
Hitstop 6F per hit except for last hit (30F)
Hitstop 6F, 7F on CH
Hitstop 6F, on CH 7F
Hitstop 7F per hit on normal hit
Hitstop: 0
Hitstop: 6F
Hitstun 23F on ground normal hit
Hitting with Bloodsucking Universe while the effect is active increases the length of the effect by 180F
Hold H while landing to enter Brynhildr Stance
Hold [[File:InputIcon_4.png|24x24px|link=|alt=4]] or [[File:InputIcon_6.png|24x24px|link=|alt=6]] to control how far Sin moves
Hold button to charge
Hold button to extend this move and it's armor
Hold button to maintain Mist Stance, release button to attack
Hold direction to throw opponent in that direction
Hold either button to extend Azami duration
Hold reticule in place for 35F to become Powered Up
Homing Dash followup has a tumble + wallstick effect (Normal: 60f, CH: knockdown) + special 70% proration during the tumble period only.
IK Mode Activation 68F [5F+5F]
IK Mode Activation 90F [5F+5F]
IK Mode Activation: 102F [5F+5F]
IK Mode Activation: 51F [5F+5F]
IK Mode Activation: 52F [5F+5F]
IK Mode Activation: 62F [5F+5F]
IK Mode Activation: 64F [5F+5F]
IK Mode Activation: 68F [5F+5F]
IK Mode Activation: 71F [5F+5F]
IK Mode Activation: 73T [5+(63)+5]
IK Mode Activation: 76F [5F+5F]
IK Mode Activation: 80F [5F+5F]
IK Mode Activation: 81F [5F+5F]
IK Mode Activation: 82F [5F+5F]
IK Mode Activation: 85F [5F+5F]
IK Mode Activation: 90F [5F+5F]
IK Mode Activation: 96F [5F+5F]
IK Mode Activation: 98F [5F+5F]
IK Mode Activation: ??F [5F+5F]
If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000
If Dizzy uses Gamma Ray while in Hellfire state the attack will also blow off her vest, exposing her classic XX costume. This is just an aesthetic change.
If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
If Raven lands before air recovery completes, then landing recovery 11
If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
If hit with a projectile during reflect frames, a projectile will be created. Will not reflect any supers and parachuting chibi faust item.
If it hits from behind, knockback is reversed
If it hits from behind, the knock back is reversed
If performed during Mist Stance Step, damage becomes 70 and floats opponent on hit with guaranteed knockdown
If the opponent is in hitstun, there is a hitbox 2f after the cinematic (floats on hit + untechable until outside magic circle)
If using a Skill that is in cooldown, Jack-O goes into 62F animation and recovers 10% of the Skill's cooldown on 47F
In counter hit state for the recovery
Inputting <span class="colorful-text-4" >H</span> (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33
Item startup at 13F [25F]
Item startup at 4,8,12,16,20,24,28,32,36,40
Item startup at 7,17,27,42
Jack-O' has 33F recovery after throwing opponent
Jack-O' is considered airborne during the move
Jam is fully invinicible if attack hits opponent (not blocked)
Jump trajectory depends on which down input is used
K for Ryuujin, S for Gekirin, H for Kenroukaku
Knock back + wall bounce + knockdown on ground CH
Knock back + wall bounce on air hit (Normal: 60f, CH: knockdown)
Knocks back + wall bounces on air hit (Normal: 14f, CH: 28f)
Knocks back + wall bounces on hit (Normal: 48F, CH: knockdown)
Knocks back + wall bounces on hit (Normal: 57F, CH: knockdown)
Knocks back + wallsticks on ground and air CH (knockdown)
Knocks back on ground and air hit (48F)
Knocks down on ground hit
Knocks down opponent
Knocks down opponent on CH
Knocks down opponent on CH.
Knocks down opponent on air hit
Knocks down opponent on ground hit
Knocks down opponent on ground hit (Face Down)
Knocks down opponent on hit.
Knocks downwards + ground bounces on hit (Normal: 20f, CH: 50f)
Knocks downwards on air hit (Normal: 11F, CH: knockdown
Knocks opponent away horizontally when no followup is done (Normal: 20f, CH: knockdown).
Landing recovery becomes 0F if all hits touch opponent
Landing recovery can be special cancelled
Last frame can be canceled into any action except front or back walk
Last hit knocks upwards + wall bounces (Normal: 50F, CH: knockdown)
Lasts for 360F, during Hellfire lasts for 432F
Launches and knocks down on ground hit
Launches on air hit (Normal: 47f, CH: knockdown)
Launches on ground hit (Normal: ?? CH: knockdown)
Launches on hit (Normal: 14F, CH: 28F)
Launches opponent on ground hit, guaranteed knockdown
Launches opponent on ground hit, guaranteed knockdown (Face Up)
Launches opponent on ground hit. Each hit causes guaranteed knockdown
Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
Launches opponent on hit (untechable for 35F/ guaranteed knockdown on CH)
Launches opponent on hit, untechable for 14F, 28F on CH
Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH
Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)
Lowest possible height startup is 25F
MAX (37F): 143
Mash H for more hits, max 13
Mash S for more hits
Mashing H results in up to two additional eats (each eat follows Still Growing rules)
Max 1 Hit
Max 11 hits depending on how many times H is pressed
Max 3 hits
Max 4 hits
Max 6 hits
Max 7 hits
Max Air Mist Stance duration 38F
Max Stagger duration for Air Mist Finer: 55F/59F/67F
Max Stagger duration for Mist Finer High: 53F/75F/71F, stagger Frame Adv: +6 to +33/+8 to +46/+12 to +48
Max Stagger duration for Mist Finer Low: 73F/65F/67F, stagger Frame Adv: +6 to +43/+8 to +41/+12 to +46
Max Stagger duration for Mist Finer Mid: 69F/67F/75F, stagger Frame Adv: +6 to +41/+8 to +42/+12 to +50
Max duration 51F, Frame Adv: +7 to +33
Maximum 1 Hit
Maximum delay before the counterattack is completed is 29F
Maximum stagger length 49F, frame advantage +12 to +32
Millia becomes airborne 7F onwards
Minimum Damage 20% [65%]
Minimum Damage: 50%
Minimum Damge: 20% [40%]
Minimum damage 10% (40% for burst version)
Minimum damage 20%
Minimum damage 20% except for the last 4 hits hits which are 12% (4 damage)
Minimum damage of each hit is 15% (3 damage)
Minimum damage: 20% [20%]
Minimum damage: 20% [30%]
Minimum damage: 20% [40%]
Minimum damage: 20% [40]
Minimum damage: 20% [50%)
Minimum damage: 20% [60%]
Minimum damage: 20% [60]
Minimum damage: 20% [70%]
Minimum damage: 20% [First hit 20%, 30% for the excitement flurry and then 40% for the final hit]
Minimum damage: First hit 20% the rest 50%
No charge: knocks back on air hit (Normal: 23f, CH: knockdown)
No recovery if Dolphin Boarding hits or is blocked
Normal hit untechable for 30f, Counter hit knockdown.
Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits
Oil startup 124F,Stays for 420F
On Counter Hit, can wallbounce if the opponent is near the edge of the screen
On Counter Hit, puts opponent into Tumble state
On YRC, becomes a Projectile that can be blocked Mid
On YRC, becomes a projectile attack that can be blocked Mid
On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent
On YRC, the attack can be blocked Mid
On air hit untechable for 30F, knockdown on CH.
On air hit untechable for 60F
On air hit, Kick blows opponent away and guranteed knockdown
On air hit, each hit causes guaranteed knockdown
On air hit, each hit is untechable for 22F, 44F on CH
On counterhit, makes opponent tumble for 90F after touching the ground
On frame 4 can be cancelled into movement and FD except back/forward walk
On frame 9 can also be cancelled into back/forward walk
On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F
On guarding an attack, Raven gains 400 Tension, 0F hitstop
On hit, Slayer's next special or overdrive is an automatic counterhit. Effect lasts for 180F
On hit, the 1st hit is active for 1 frame
On hit/block, can cancel into air dash or Ultimate Fortissimo after 8F
On successful catch, gain 200 Tension
On successful guard point, 15F recovery
On successful hit, frame advantage is +3
On successful parry while holding Forward, Baiken returns to blockstun position
On successful parry, hold button to cancel into Normal Azami
On successful parry, hold button to keep performing Azami
On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
On successful reflect, immediately creates a Reflect Projectile
On successful throw, 14F window until the opponent lands (13f and faster followups will combo).
On successful throw, 35F until opponent lands
On tumble (untech time: ??f, until contact with ground + 50f tumble + knockdown)
On whiff, total animation 40F
On whiff, total animation is 49F
Only attacks if opponent is in range.
Only can be used once per jump
Only first 2 hits have stun value, 0 for 2nd phase
Only mortal counters from second hit
Opponent can detonate the Berry Pine with their own projectiles
Opponent gains Tension listed
Plummets opponent on air hit (untechable for 19F/guaranteed knockdown on CH)
Press 6 and S within 2F of each other to execute a Perfect Reload
Press D to throw opponent sooner (58-93F)
Press left/right to walk in direction during Stance
Prevents Blue Burst's gauge refund
Prevents Excitement Gain from Raven's 236S and prevents the slow from 236P,j.236P/K
Prevents Ram's meter gain from hitting via sword normals
Prevents the leveling effect of Johnny's coin.
Projectile can be controlled left/right with joystick
Projectile can be controlled up/down/left/right with lever
Projectile lasts until it goes out of screen
Projectile will destroy other normal projectiles on contact
Proration values work out to be 55% after both hits
Pulls in opponent on air hit
Pulls in opponent on ground hit
Pulls in opponent on hit
Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)
Pulls in opponent on hit or block
Pulls in opponent on hit/block
Purple health regenerates at the rate of 1 health per frame
Raises Mist Level on hit. Max Level 3.
Raven's guts updates during stance hold if he is hit multiple times without being 'comboed'
Reappearing animation depends on how long Zato spends underground.
Reappears on 13F?
Recovers 1,000 calories on 25F. Recovers remaining calories on 43F
Recovers in the air
Recovery becomes 12F on hit or block
Recovery on block is Until Landing+9
Recovery on hit/whiff 15+9 After Landing
Recovery values are Whiff/Weak Hit/Clean Hit
Recovery when done at lowest possible height is 21+9 After Landing
Reduces attack cooldown for Servants by ??F
Reflects projectiles(except Elphelt grenade)
Rejected for 60F if done from a distance
Requires 11 inputs for the fastest stagger recovery
Requires 5 inputs for the fastest stagger recovery
Requires 9 inputs for the fastest stagger recovery
Retrieves all Ghosts
S version is untechable for 20F
See ※2
See ※2
See ※3
See ※4
Sends the opponent into a tumble that offers no combo opportunity. Can be crouched.
Sheep disappears after getting hit 3 times
Shoot the Berry Pine with 5H, j.D, Miss Travallier, Miss Confire, or Genoise
Shoots every 8F
Slayer is healed for 50% of the damage dealt
Slightly blows opponent away on air hit (untechable for 50F / 100F on CH)
Slightly blows opponent away on air hit (untechable for 50F/100F on CH)
Slows opponents movement by 50% on hit, lasts for 89F.
Sol is in crouching state during landing recovery
Special cancellable until 27F
Special hit stop 6F
Special hit stop for 6F
Special hitstop (Normal: 20F, CH: 32F)
Special hitstop (Normal: 30F, CH: 42F)
Special hitstop (Normal: 6F, CH: 7F)
Special hitstop (Normal: 6F, CH: 8F)
Special hitstop (Normal: 7f, CH: 11F)
Special hitstop during spin (Normal: 4F, CH: 8F)
Special hitstop for all hits other than last (Normal: 4F, CH: 8F)
Special hitstop for last hit (Normal: 20F, CH 20F)
Special hitstop for up kick (Normal: 28F, CH: 56F)
Special hitstop on ground hit (Normal: 20f, CH: 20F).
Special untech time on Homing Jump followup (Normal: 66f, CH: 66f) + 46f special recovery (20f to attack).
Special untech time on air hit (Normal: 12F, CH: 28F)
Special untech time on air hit (Normal: 20F, CH: 40F)
Special wake up time on CH (Normal wake up - 11f)
Spinning 1~3 hits: 80% inital proration
Spinning 4-6 hits: 80% initial proration
Stagger recovery lv 1/2/3/max: 20/17/14/14F
Stagger recovery lv 1/2/3/max: 21/18/14/14F
Stagger recovery lv 1/2/3/max: 23/20/17/14F
Stagger time Max:65F, Lv.1:44F, Lv.2~MAX:32F
Staggering an opponent with this has Initial Prorate: 60%
Staggers on ground hit
Staggers opponent for 29F on ground CH
Staggers opponent on CH. Max duration 35F
Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40
Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29
Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34
Staggers opponent on CH. Max duration 63F
Staggers opponent on counter hit. Max duration 29F, Frame adv: -9~+6
Staggers opponent on counterhit. Duration: 18F to 38F. Frame Adv: 9F to 29F
Staggers opponent on counterhit. Duration: 22F to 46F. Frame Adv: +14 to +38 (including CH hitstop)
Staggers opponent on ground CH (Max 38F, Min 18F)
Staggers opponent on ground CH (Max 49F, min 24F)
Staggers opponent on ground counter hit. Max duration 29f
Staggers opponent on ground counterhit. Duration: 14F to 29F. Frame Adv: +13 to +28 at best
Staggers opponent on ground hit
Staggers opponent on ground hit (Max 29F, min 17F)
Staggers opponent on ground hit (max 44F), frame adv +7~+30
Staggers opponent on grounded CH, min duration 19F / max duration 39F. Knocks down on air CH.
Staggers opponent on hit. Duration: 19F to 39F. Frame Adv: -3F to +17F
Staggers opponent on hit. Max duration 31F, Frame Adv: +0 to +16
Staggers opponent on hit. Max duration 35F, Frame Adv: -8 to +10
Staggers opponent on hit. Max duration 39F, Frame Adv: +1 to +21
Staggers opponent on hit. Max duration 47F, Frame Adv: +0 to +24
Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42
Staggers opponent on hit. Max duration 69F, Frame Adv: +16 to +51
Staggers opponent. Max duration 29F, Frame Adv: -4 to +11
Staggers/Guard crushes opponents blocking while standing/crouching
Stance transition is 11F long (last 1F can be canceled into any action other than walk)
Stance transition is 14F long, frame adv. -3 (last 1F can be canceled into any action other than walk)
Stand still for 13F to power up shot
Startup changes based on height off ground
Startup depends on distance.
Startup is measured after touching the dolphin
Startup of hit above Answer has startup 10F, damage 20 [25]
Startup to hit standing Sol is 64F
Startups show time to get into Mist Stance + attack startup
Static difference on stance transition is -3.
Stun 30
Stun Value 1683 normal 3363 CH
Stun damage: 120
Stun damage: 20
Stun damage: 20,0
Stun damage: 30
Stun damage: 30,50
Stun damage: 40
Stun damage: 90
Stun value 15, 62
Stun value 258 for 1 hit, 1083 for 9 hits
Stun value 30
Stun value 40
Stun value 40,7×9,25
Stun value 52
Stun value 62
Stun value 64
Stun value 96
Stun value increased: 431
Stun value lowered: 103
Stun value lowered: 138
Stun value: 120
Stun value: 135
Stun value: 25
Stun value: 27
Stun value: 34
Stun value: 35
Stun value: 3×7
Stun value: 431 (equivalent of 30 dmg move)
Stun value: 44x2
Stun value: 45
Stun value: 46
Stun value: 5×10
Stun value: 60
Stun value: 66
Stun value: 70
Stun value: 741 (equivalent of 48 dmg move)
Stun value: 75
Stun value: 82
Stun value: 85 [170]
Stun values by Charge Times: 1-18F: 88
Stun values during Burst: 125>240>250>980>1019>1080>1270>1330>1370>1370>1430>1480
Stun values increases with Excitement: 50>95>360>390>420>440>455>535>560>580>610
Stun values: 0×2, 45
Stun: 0
Stun: 0,10,32,32 [0,20,65,65]
Stun: 10,263
Stun: 132
Stun: 160
Stun: 20
Stun: 23, 8
Stun: 3 per hit
Stun: 4 per hit
Stun: 45
Stun: 5 per hit
Stun: 5×10
Stun: 65
Stun: 88
Stun: 88, 0
Summon Gauge:-1200
Summon Gauge:-1800
Summon Gauge:-2100
Summon Gauge:-3000
Summon Gauge:-6000
Summon Gauge:-720
Switches to Bounce Recovery Animation on hit or block
Teleport (Followup) possible at 25F
Teleport finishes at 15F
Tension Gauge becomes 0 upon deactivation
Tension gain only on down forward direction
The first hit prorates 80%, but the second doesn't.
The first rose that hits the opponent in a combo has RISC -7
The spinning part can be Y/R/P RC'ed, but the up kick can only be RRC'ed
The trajectory of the opponent gets more horizontal the longer the charge
Total animation on whiff is 52F
Transitions into Brynhildr stance afterwards
Tumble + knockdown on hit
Tumbles for 54F on hit and 79F on CH
Unblockable if fully charged
Unburstable until the end
Untechable for 19F
Untechable for 20F
Untechable for 22F
Untechable for 24F
Untechable for 26F, guaranteed knockdown on CH
Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
Untechable for 38F, guaranteed knockdown on CH
Untechable for 40F, guaranteed knockdon on CH
Untechable for 44f on hit (Baiken is +14 on earliest hit)
Untechable for 46F
Untechable for 47F
Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)
Untechable time 36F (72F on CH)
Untechable time 40F (80F on CH)
Untechable time on air hit: 24F (counterhit 48F)
Untechable time on counterhit: 40F
Untechable time on normal hit: 34F (Slayer is +8)
Untechable time on normal hit: 38F (Slayer is +19 minimum)
Untechable time: 27F on normal hit, 54F on counterhit (Slayer is +7/+34)
Untechable time: 42F from P Dandy Step, 44F from K Dandy Step
Up input active frames: 84F
Up kick knocks back + wall bounces (Normal: 47F, CH: knockdown)
Up kick starts 4f after button is released
Upon hit, applies ground bounce effect(lands face down)
Values in [ ] are for Charged version
Values in [ ] are when Leo ends attack behind opponent
Values in [ ] are when Low is used first after entering Sparrowhawk Stance
Values in [ ] are when performed during Mist Stance Step
Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)
Values in [ ] are when using Burst version
Values in [ ] mean when this attack is performed from low height
Values in [] are for Burst version
Values in [] are when Deja Vu (Task C) is done from high altitude
Values in [] are when Task C is done from high altitude
Values in [] are when sword teleports to opponent's position
Values in [] when pressing P within 2 frames after command input (Ramlethal flashes green)
Wall bounces opponent on CH
Wall bounces opponent, guaranteed knockdown
Wall bounces opponent, untechable for 60F, guaranteed knockdown on CH
Wall bounces opponent, untechable for 70F, guaranteed knockdon on CH
Wall sticks opponent, untechable for 80F
Wallstick(normal hit 36F/counter hit 72F)
Wallsticks in the corner for 42f, 60f on counter
Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.
When Summon Gauge is above 50%, damage is 0, 65
When YRCd, the attack becomes a projectile that can be blocked Mid
When armoring through an attack, the move becomes active 2f after exiting hitstop, potentially making its startup as short as 7f
When in range, recovery is 14F
When no additional hits added, 44F Total
When not in range, recovery is 8F
When right next to the wall, start-up is 16 frames
Whiff Recovery: Total 44
Will wallstick if opponent hits the wall within 40F from hit
[ ] Indicates burst version
[ ] Indicates lowest possible height
[ ] Indicates max charge startup
[ ] Indicates slowest
[ ] Indicates when opponent is not near Potemkin. Slidehead shockwave is considered a projectile and can be blitzed and flicked back by potemkin
[ ] Vales are when first hit is blocked or misses
[ ] Values are for Powered Up Shot > Reload
[ ] Values are for the Burst version
[ ] Values are for the second hit (the orb above Slayer's head)
[ ] Values are when Berry Pine is thrown with under 1 second left on timer
[ ] Values are when doing 6K Feint
[ ] Values are when opponent is in corner
[ ] Values for Eddie not summoned > 236D
[ ] Values for Eddie not summoned > 236K
[ ] Values for Eddie not summoned > 236P
[ ] Values for Eddie not summoned > 236S
[ ] indicates clean hit
[ ] indicates forward attack portion
[ ] value are for Burst version
[ ] values are for Perfect Reload
[ ] values are for partial charge, {[ ]} values are for full charge
[ ] values are for the back sword
[ ] values are on Critical Hit (Red hit effect)
[ ] values are when Jam passes through opponent
[ ] values are when done as followup
[ ] values are when done without Tension
[ ] values is when HS Sword is deployed
[ ] values is when S Sword is deployed
[Lvl1,Lvl2,Lvl3] indicates Charge Level. Attack comes out 8F after button release, minimum 20F startup.
[Restores 30% of Burst gauge on hit]
[] Startup when spawning from Ghost, includes time to place the ghost (24 Total)
[] indicate Burst version
[] values are for the Burst version
can be cancelled to Hammer Fall Brake after first frame
can be self-canceled into 2P from frame 14
can whiff cancel into 5P,2P,5K,2K from frame 8
float opponent on hit, normal hit untechable for 30f, counter hit untechable for 39f
in counter hit state on recovery
stagger opponent on CH. Max Duration 29f
staggers on stand block (Slowest: 65f / Lvl1: 32f / Lvl2: 32f / Lvl3: 32f / Fastest: 32f)
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GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/Faust/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
GGXRD-R2/I-No/Data
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