
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 |
---|---|---|---|---|---|---|---|---|---|---|
Sin Kiske | x1.04 | 1 | 3F | [100] Medium | 24F (1~12F invuln) | 32 | 30F | 21F |
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 | Initial: 85% | Mid | 1 | CSJ | 264 | 6 | 2 | 8 | +2 | ||
5K | 16 | 6 | 7 | Mid | 1 | SJ | 264 | 7 | 3 | 12 | -3 | |||
c.S | 32 | 10 | 7 | Mid | 2 | SJ | 264 | 7 | 3 | 15 | -4 | |||
f.S | 28 | 10 | 7 | Mid | 2 | S | 264 | 9 | 3 | 18 | -7 | |||
5H | 25, 35 | 20 | 6 | Mid,Low | 4,4 | SJ,S | 384 | 11 | 3(15)3 | 24 | -8 | |||
6P | 28 | 10 | 7 | Initial: 90% | Mid | 2 | S | 264 | 9 | 6 | 18 | -10 | 1-14 Upper Body | |
6H | 38 | 20 | 6 | Mid | 4 | JS | 384 | 15 | 4 | 13 | +2 | |||
5D | 25 | 10 | 20 | Initial: 80% | High | 2 | 264 | 29 | 2 | 15 | -3 | |||
2P | 6 | 3 | 8 | Initial: 80% | Mid | 0 | CS | 144 | 5 | 4 | 4 | +2 | ||
2K | 18 | 6 | 7 | Initial: 70% | Low | 1 | S | 264 | 7 | 2 | 9 | +1 | ||
2S | 27 | 10 | 7 | Mid | 2 | S | 264 | 9 | 4 | 15 | -5 | |||
2H | 28×2,16 | 20 | 6 | Mid | 4 | SJ | 384 | 11 | 2,2,2 | 34 | -17 | |||
3K | 22 | 10 | 7 | Initial: 90% | Low | 2 | S | 264 | 11 | 4 | 12 | -2 | ||
2D | 28 | 10 | 10 | Initial: 90% | Low | 2 | SJ | 264 | 10 | 6 | 8 | 0 | ||
j.P | 12 | 3 | 8 | High, Air | 0 | CSJ | 144 | 6 | 6 | 6 | ||||
j.K | 20 | 10 | 7 | High, Air | 2 | SJ | 264 | 8 | 3 | 24 | ||||
j.S | 28 | 10 | 7 | High, Air | 2 | SJ | 264 | 9 | 6 | 19 | ||||
j.H | 32,16×3 | 10,6×3 | 7×4 | High, Air | 2,1×3 | S | 264 | 9 | 3,2×3 | 12 | ||||
j.6H | 36 | 14 | 6 | High, Air | 3 | S | 384 | 11 | 4 | 20 | ||||
j.D | 40 | 14 | 6 | Initial: 80% | High, Air | 3 | SJ | 384 | 18 | 2 | 18+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, 0, 60 | -6,-0,-8/NA | Forced: 65% | Ground Throw: 75250 | 0, 0, 2 | 0, 0, 480 | 1 | +55 | ||||||
Air Throw | Air Throw | 0, 60 | -6,-0/NA | Forced: 65% | Air Throw: 192500 | 0, 480 | 1 | ||||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | Initial: 50% | All | 2 | -5000 | 9 | 2 | 24 | -12 | 1-10 All | ||
Blitz | Blitz Attack | 50 | Initial: 55% | Mid | 1 | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz | |||||
[Blitz] | Blitz Attack Max Charge | 50 | Mid | 4 | 50+13 | 3 | 20 | +5 | 1~50: 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 | |
623S | Hawk Baker | 30 [35] | 10 | 9 | Forced: 60% [Initial: 65%] | Mid | 2 | S | 100/720 | 9 | 2 | 45 | -33 | 1-10 All | |
236H | Beak Driver | 36,32 [36,66] | 20 | 8 | 2nd hit Initial: 90% [None] | Mid | 4 | S | 100/600 | 11-33 [34-251] | 2(1)6 | 29 [19] | -16 [+4] | ||
j.236H | Air Beak Driver | 40,36 | 14 | 8 | 3 | S | 100/720 | 9 | 3,6 | 17/Landing 6 | |||||
236H > HHH | I'm Sure I'll Hit Something | 15×5,18×3,21×3,24×2,35 | 10 | 12 | All | 2 | 150/180 | 8 | [2(2)]×N | 23 | -10 | ||||
214S | Bull Bash | 60 | 20 | 8 | High | 4 | S | 100/600 | 31 | 6 | 32 | -19 | |||
236K | Elk Hunt | 30 | 20 | 11 | Initial: 85% | Low | 4 | S | 100/600 | 15-21 | 6 | 11 | 0 | 7F onwards low profile | |
214P | P Leap | 240 | 19 | ||||||||||||
214K | K Leap | 240 | 18 | ||||||||||||
214H | Still Growing | 40 | 17 | ||||||||||||
j.214S | Vulture Seize | 28 | 10 | 9 | Initial: 80% | All | 2 | S | 100/600 | 14 | 6 | Until landing + 10 |
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 | |
632146H | R.T.L | 50 [62] | 20 | 10 | Mid | 4 | -5000 | 10+1 | 12 | 47 | -40 | 4-16 All [1-16 All] | |||
j.632146H | Air R.T.L | 50 [62] | 20 | 10 | All | 4 | -5000 | 10+1 | 12 | Until landing + 32 | 4-16 All [1-16 All] | ||||
RTL > H | R.T.L Ground Followup | 50 [62] | 20 | 10 | All | 4 | 6 after direction change | 12 | 47 | -40 | |||||
RTL > j.H | R.T.L Air Followup | 50 [62] | 20 | 10 | All | 4 | 6 after direction change | 12 | Until landing + 32 | ||||||
236236P | Voltic Deign | 27×5 | 2 | 6 | Mid | 4 | -5000 | 26+2 | Total 37 | +60 | |||||
j.236236P | Air Voltic Deign | 27×5 | 2 | 6 | Mid | 4 | -5000 | 10+4 | Total 31 |
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 | Raiden | DESTROY | 14 | 6 | 3 | 9+12 [5+12] | 6 | 34 | -23 | 9-26 All [5-22 All] |
Gatling Table
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- 5H gatlings are on 1st hit
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
- X[-] = X is available only on whiff
- X[*] = X is a delayed gatling

To edit frame data, edit values in GGXRD-R2/Sin Kiske/Data.
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)