GGXRD-R2/Frame Data

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How To Read Frame Data

Character Index

Character Comparisons

Defense Values

Defense Values
Character Defense Modifier Weight R.I.S.C. Inertia R.I.S.C. Gain Rate Stun Resistance Guts Rating
Answer 1.03 [100] Medium 5 36 55 0
Axl 1.06 [100] Medium 5 32 60 1
Baiken 1.12 ※1 [105] Light 5 32 55 4
Bedman 0.98 [96] Heavy 4 28 60 0
Chipp 1.30 [100] Medium 5 36 50 4
Dizzy 1.06 [105] Light 6 28 50 1
Elphelt 1.03 [105] Light 5 32 60 0
Faust 1.00 [100] Medium 6 26 65 0
Haehyun 0.96 [94] Super Heavy 4 32 70 2
I-No 1.06 [105] Light 5 32 55 1
Jack-O' 1.03 [105] Light 5 32 60 2
Jam 1.06 [105] Light 5 25 65 3
Johnny 1.00 [98] Slightly Heavy 5 28 70 3
Ky 1.03 [100] Medium 5 32 60 2
Leo 1.00 [98] Slightly Heavy 5 28 70 3
May 1.06 [105] Light 5 32 70 3
Millia 1.21 [105] Light 6 40 55 3
Potemkin 0.93 [94] Super Heavy 4 32 80 3
Ramlethal 1.06 [105] Light 6 32 60 1
Raven 1.10 [100] Medium 5 32 55 5
Sin 1.04 [100] Medium 5 32 60 1
Slayer 0.96 [100] Medium 5 28 70 1
Sol 1.00 [100] Medium 5 32 60 1
Venom 1.03 [100] Medium 5 32 60 1
Zato 1.09 [100] Medium 5 32 60 0
  • R.I.S.C. Inertia modifies how fast R.I.S.C bar depletes after leaving hit/blockstun, higher number means slower depletion.
  • All characters have 420 life.

※1: Previously 1.18, changed in arcade Ver.2.10.

Movement Values

Movement Values
Character Walk Speed Backwalk Speed Dash Resistance Initial Dash Velocity Dash Acceleration Air Dash Air Backdash
Answer 5425 4375 100 19250 0455 26250 22750
Axl 5250 4900 100 13125 0525 26250 19250
Baiken 4900 4725 105 14000 0612 28875 21875
Bedman ※1 15750 10500 - - - ※2 ※2
Chipp 8225 6825 085 24500 0962.5 36750 28000
Dizzy 5600 4200 100 19250 0420 34125 24500
Elphelt ※3 6125 4812 095 14000 0700 30625 24500
Faust 4375 7700 100 14000 0525 17500 14000
Haehyun 6300 5162 100 13125 0490 28875 21000
I-No ※4 6125 4812 - 22750 (11375) from frame 4~airborne
38500 (19250) from frame 12 onwards
- 30625
[15000]
24500
Jack-O' 5600 4550 100 11900 0630 30625 22750
Jam 9625 7875 100 17500 0735 35000 28000
Johnny 6300 5162 - - - 26250 24500
Ky 6562 4987 100 14980 0647.5 31500 24500
Leo 6300 5126 - - - 26250 24500
Leo (Stance) 10000 8000 - - - - -
May 6200 4795 100 13772.5 0560 28000 24500
Millia 7875 6125 090 20650 0787.5 35000 26250
Potemkin 5600 4812 - - - - -
Ramlethal 7000 5250 100 15750 0700 34125 24500
Raven 6650 7000 085 05250 1137 ※5 24500
Sin 6300 4900 095 14000 0700 30625 24500
Slayer 7875 4812 - - - 26250 24500
Sol 6125 4812 095 14000 0752 30625 24500
Venom 6037 4812 100 14210 0595 28875 22750
Zato 5500 3850 100 13562.5 0525 29750 25375

Step Dash Values

Character Dash Duration Dash Distance
Bedman 32 520000
Johnny 18 425345 (movement ends on 11, jump cancelable during motion, can cancel into any action but throw from 13 on)
Leo 23 343500
Leo (Stance) 16 336000
Slayer 18 304500
Slayer (Long Dash) 24 609000

Dash Resistance: The rate at which a character's dash pushes another character. (IE Chipp's dash pushes someone at 85% his dash speed.)
※1: Bedman's crouching walk speed is 7000 forwards, 3500 backwards.
※2: See the Bedman air dash table below.
※3: Aim Miss Travailler has the same walk and dash speed.
※4: Data in ( ) refers to command dash velocity. Data in [ ] refers to command air dash velocity.
※5: 1~6: Velocity 0, 7~10: Velocity 1000, 11: Velocity 2600, 12: Velocity 4200, 13~: Velocity 31500 (additional 1600 per 1F, max velocity 47600).

Bedman Air Dash Values

Bedman Air Dash Table
Direction Velocity Direction Velocity
7 X: 20000 / Y: 26000 9 X: 20000 / Y: 26000
4 X: 24000 / Y: 0 6 X: 30000 / Y: 0
1 X: 22000 / Y: 22000 3 X: 22000 / Y: 22000
2 X: 0 / Y: 30000 8 X: 0 / Y: 28000

Backdash and Wake-up Values

Backdash and Wake-Up Values
Character Backdash Duration Backdash Invulnerability Backdash Distance Wake-Up (Face Up) Wake-Up (Face Down)
Answer 21 01~12 Strike / 01~21 Throw ※1 312000 25 25
Axl 16 01~08 Strike / 01~15 Airborne 196000 25 21
Baiken 16 01~08 Strike / 01~15 Airborne 246750 25 21
Bedman 23 01~10 Full / 11~19 Foot 339966 24 30
Chipp 21 01~09 Strike / 01~20 Airborne 312375 30 24
Dizzy 16 01~09 Strike / 01~15 Airborne 252000 25 24
Elphelt ※2 13 01~09 Strike / 01~12 Airborne 273000 27 27
Faust 13 01~07 Strike / 01~12 Airborne 216125 25 29
Haehyun 16 01~09 Strike / 01~15 Airborne 224000 22 27
I-No 16 01~08 Strike / 01~15 Airborne 252000 24 20
Jack-O' 14 01~09 Strike / 01~13 Airborne 252000 25 23
Jam 13 01~07 Strike / 01~12 Airborne 227500 26 25
Johnny 11 01~07 Strike / 01~10 Airborne 240625 25 24
Ky 16 01~09 Strike / 01~15 Airborne 252000 23 21
Leo 16 01~09 Strike / 01~15 Airborne 252000 28 26
Leo (Stance) 16 01~13 Full - - -
May 13 01~09 Strike / 01~12 Airborne 273000 25 22
Millia 11 01~05 Strike / 01~10 Airborne 269500 25 23
Potemkin 21 01~20 Strike / 01~20 Airborne 128625 24 22
Ramlethal 16 01~09 Strike / 01~15 Airborne 252000 25 23
Raven 21 01~09 Strike / 01~20 Airborne 349125 25 24
Sin 24 01~12 Strike / 01~18 Throw ※3 420000 30 21
Slayer 28 01~19 Full / 20 Strike 280000 26 20
Sol 16 01~08 Strike / 01~15 Airborne 252000 25 21
Venom 13 01~07 Strike / 01~12 Airborne 204750 21 26
Zato 16 01~07 Strike / 01~15 Airborne 224000 25 22

※1: Considered airborne if hit during movement.
※2: Aim Miss Travailler has the same backdash.
※3: Considered airborne if hit on frames 17~18.

Jump and Air Dash Values

Jump and Air Dash Values
Character Prejump Earliest IAD (Jump) Earliest IAD (High Jump) Forward Air Dash Startup Backward Air Dash Startup
Answer 3 4 3 7 6
Axl 4 4 4 7 6
Baiken 3 2 2 6 6
Bedman 3 9 6 - -
Chipp 3 3 3 6 6
Dizzy 3 3 2 6 6
Elphelt 3 3 3 7 6
Faust 3 3 3 10 12
Haehyun 3 4 4 6 6
I-No 3 4 3 6 6
Jack-O' 3 4 3 7 6
Jam 3 2 2 5 6
Johnny 4 4 3 6 6
Ky 3 4 3 7 6
Leo 4 4 3 6 6
May 3 3 3 6 6
Millia 3 3 3 5 6
Potemkin 5 - - - -
Ramlethal 3 3 3 7 6
Raven 3 4 3 16 6
Sin 3 3 3 6 6
Slayer 4 3 3 9 6
Sol 3 4 3 6 6
Venom 4 4 4 7 6
Zato 3 4 3 7 6

Throw Ranges

Ground Throw Ranges
Character Move Name Range Range In Backwalk Frames
Answer Ground Throw 070000 014
Answer Savvy Ninpo: Tax Write-off 090000 018
Axl Ground Throw 078750 016
Baiken Ground Throw 063000 013
Baiken Himawari 090000 018
Bedman Ground Throw 075250 016
Chipp Ground Throw 063000 013
Chipp Genrou Zan 017500 ???
Chipp Genrou Zan (Wall Version) 017500 ???
Dizzy Ground Throw 075250 015
Elphelt Ground Throw 075250 015
Elphelt Aim Miss Travailler~CQC 120000 024
Faust Ground Throw 078750 016
Faust Hack 'n Slash 175000 036
Haehyun Ground Throw 085750 017
I-No Ground Throw 078750 016
Jack-O' Ground Throw 063000 013
Jack-O' Elysion Driver 090000 ???
Jack-O' Elysion Driver (Enhanced) 157500 068 ※1
Jack-O' Forever Elysion Driver 192500 077 ※1
Jam Ground Throw 070000 014/017/022 ※2
Johnny Ground Throw 063000 013
Ky Ground Throw 075250 015
Leo Ground Throw 075250 015
May Ground Throw 075250 015
May Overhead Kiss 157500 032
Millia Ground Throw 070000 014
Potemkin Ground Throw 096250 020
Potemkin Potemkin Buster 308000 064
Potemkin Infernal Tour 230000 047
Ramlethal Ground Throw 075250 015
Ramlethal Flama Cargo 090000 018
Raven Ground Throw 070000 014
Raven Backen Zweig 700000 119
Sin Ground Throw 075250 015
Slayer Ground Throw 085750 017
Slayer Bloodsucking Universe 161000 033
Sol Ground Throw 075250 015
Sol Wild Throw 122500 025
Venom Ground Throw 075250 015
Zato Ground Throw 085750 017
Zato Damned Fang 122500 025

※1: Includes movement distance.
※2: During 6S+HS / During 4HS / During 6HS, respectively.

Air Throw Ranges
Character Move Name Range
Answer Air Throw 192500
Answer Aerial Savvy Ninpo: Tax Write-off 110000
Axl Air Throw 192500
Baiken Air Throw 192500
Bedman Air Throw 210000
Chipp Air Throw 192500
Chipp Genyou Zan (Wall Version) 017500
Dizzy Air Throw 192500
Elphelt Air Throw 192500
Faust Air Throw 192500
I-No Air Throw 201250
I-No Sterilization Method 227500
I-No Sterilization Method (Aerial) 227500
Jack-O' Air Throw 192500
Jack-O' Aerial Elysion Driver 110000
Jack-O' Aerial Elysion Driver (Enhanced) 157500
Jack-O' Aerial Forever Elysion Driver 192500
Jam Air Throw 192500
Johnny Air Throw 192500
Haehyun Air Throw 192500
Ky Air Throw 192500
Leo Air Throw 192500
May Air Throw 210000
Millia Air Throw 192500
Potemkin Air Throw 201250
Ramlethal Air Throw 192500
Raven Air Throw 192500
Sin Air Throw 192500
Slayer Air Throw 192500
Sol Air Throw 192500
Sol P.B.B 122500
Venom Air Throw 192500
Zato Air Throw 192500

System Data

Attack Level

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.

Air Recovery

Air Recovery
Direction Invulnerability
Forward 1~6 Full / 7~17 Strike
Neutral 1~6 Full / 7~17 Strike
Backward 1~6 Full / 7~15 Strike
  • Air actions available on 10th frame after air tech.

Blitz Shield

  • Reject state lasts for 61F if not canceled into a Blitz Shield.
Reject Window Total Notes
Standing 1-12F 38F Rejects high, mid and unblockable strikes/projectiles
Crouching 1-12F 38F Rejects low and unblockable strikes
Air 1-12F Until Landing + 12F Rejects all strikes/projectiles
Landing during first 12F will immediately enter recovery
Successful Blitz Shield allows movement while airborne

Blitz Attack

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Blitz Attack Varies Mid (15~48)+13 3 20 -2 1~Button release: Blitz -Varies/+6 Initial: 55% - R 0 1 -
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
Varies Mid 50+13 3 20 +5 1~50F: Blitz -Varies/+20 - - R 0 4 -
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/100F on CH)
  • Crumples opponent on ground hit

Guts

Guts Rating
Guts Rating <50% Life <40% Life <30% Life <20% Life <10% Life Character
0 90% 76% 60% 50% 40% Answer, Bedman, Elphelt, Faust, Zato
1 87% 72% 58% 48% 40% Axl, I-No, Ramlethal, Sin, Slayer, Sol, Venom, Dizzy
2 84% 68% 56% 46% 38% Ky, Haehyun, Jack-O'
3 81% 66% 54% 44% 38% Johnny, Leo, May, Millia, Potemkin, Jam
4 78% 64% 50% 42% 38% Baiken, Chipp
5 75% 60% 48% 40% 36% Raven

Burst Gauge

The Burst Gauge is 15000 units. There are two ways for the Burst gauge to increase: over time, and when taking damage.

Building Burst Over Time
  • 100%-51% health = 600 Burst per 10 seconds
  • 50%-26% health = 1200 Burst per 10 seconds
  • 25%-0% health = 1800 Burst per 10 seconds
Building Burst While Taking Damage
(100 + Move Damage × 3) × (1.0 + Combo Count × 0.03) 
  • Move Damage = amount of damage the move does in the combo
  • Combo Count = number of hits in the current combo (1 being the first hit, 3 being third hit of combo etc)

Psych Burst

Burst Frame Data
Type Startup Active Recovery Blockstun Invincibility
Blue Burst 18F 6F Total: 54F + 3F after landing 11F 1~23F
Gold Burst 18F 6F Total: 50F 13F 1~End
  • Bursts become airborne on frame 1.
  • Invincibility ONLY applies to strikes and projectiles; Bursts can be air thrown at any point, even during startup.
  • Landing recovery can be canceled into non-movement options.

Tension Pulse

Tension Gain Modifier
Tension Pulse Tension Gain
Pulse < -12500 25%
Pulse >= -12500 50%
Pulse >= -7500 75%
Pulse >= -3750 90%
Pulse >= -1250 100%
Pulse >= 1250 125%
Pulse >= 5000 150%
  • Has a minimum of -25000 and a maximum of 25000
  • When running forward/forward dashing:
    • Tension Gain × 60% during the first 9 frames of a run/dash
    • Tension Gain × 50% during frame 62 onwards of a run/dash
Actions that Affect Tension Pulse
Positive Actions Negative Actions
  • Landing an attack will increase it by 5 × base damage
  • Having an attack blocked will increase it by 2 × base damage
  • Instant blocking increases it by 1000
  • Walking forward increases it by .07 × tension gain modifier truncated per frame
  • Airdashing forward increases it by .05 × tension gain modifier truncated per frame
  • Running or dashing forward increases it by .12 × tension gain modifier truncated per frame
    • See the running frame modifiers under the tension gain modifier section
  • While 280,000 Guiltymeters or more away ([1])
    • Note: Guiltymeters is the game engine's arbitrary distance units
    • Walking backward decreases it by 6 per frame
    • Backdashing decreases it by 100 per frame during the first 6 frames and by 30 during subsequent frames
    • Air backdashing decreases is by 150 per frame during the first 6 frames and by 45 during subsequent frames
  • Note: all values are truncated, meaning all values after the decimal are cut off. Ex: 2.7 becomes 2.
Tension Pulse Naturally Changes Over Time
Tension Pulse slowly changes even when no action is taken.
  • -1 per frame when 7500 or below and above 0
  • -3 per frame when above 7500
  • +1 per frame when below 0
  • -8 per frame when Tension Pulse Penalty is 360 or greater
  • These per/frame increases/decreases still take place during hitstop, but not during super freeze

Tension Pulse Penalty

  • Has a minimum of 0 and a maximum of 1800
  • Resets when Negative Penalty is incurred
  • Always +1 every frame
  • Landing an attack halves it and -300
  • When an attack blocked -60
  • Moving forward -3 per frame
  • While 280,000 Guiltymeters or more away (http://i.imgur.com/gw3VNfs.jpg):
    • Walking backward increases it by 0.2 × Tension Pulse Penalty gain modifier truncated per frame
    • Backdashing or air backdashing Increases it by .5 × Tension Pulse Penalty gain modifier truncated per frame
  • Being less than 437,500 Guiltymeters away adds a 50% modifier (http://i.imgur.com/fgc3yYu.jpg)
  • Being 875,000 Guiltymeters or more away adds a 150% modifier (http://i.imgur.com/Nloo8VL.jpg)

Confusingly, Tension Pulse itself also affects Tension Pulse Penalty. The lower the Tension Pulse, the higher the Penalty.

Tension Pulse Penalty Modifier
Tension Pulse Value Modifier
Pulse < -17500 350%
Pulse >= -17500 250%
Pulse >= -12500 200%
Pulse >= -7500 150%
Pulse >= -5000 150%
Pulse >= -2500 100%


For some reason, all of this resets if both you and your opponent have both AFK'd for 360 frames.

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