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[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
Revision as of 22:05, 17 July 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
System Data
Normal Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
2H | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
6P | |||||||||||||
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6K | |||||||||||||
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6H | |||||||||||||
2D | |||||||||||||
5D |
Universal Mechanics
Special Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Eddie Summon 236P/K/S/H | |||||||||||||
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Eddie Recall Eddie summoned > 236P/K/S/H | |||||||||||||
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Shadow Puddle Eddie Summon 214D | |||||||||||||
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Small Attack Eddie > ]P[ | |||||||||||||
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Traversing Attack Eddie > ]K[ | |||||||||||||
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Anti Air Attack Eddie > ]S[ | |||||||||||||
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Shadow Puddle Eddie > ]H[ | |||||||||||||
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Drill Special Eddie > ]D[ | |||||||||||||
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Deadman's Hand Eddie > 63214D | |||||||||||||
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Invite Hell (S) 22S | |||||||||||||
Invite Hell (H) 22H | |||||||||||||
Break the Law 214K | |||||||||||||
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Damned Fang 623S | |||||||||||||
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Drunkard Shade 214S | |||||||||||||
Shadow Gallery j.41236S | |||||||||||||
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Overdrives
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Amorphous 632146H | |||||||||||||
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Executor j.236236S | |||||||||||||
Great White 632146S | |||||||||||||
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Instant Kill
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln | |||||||
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Guzmania Magnifica During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D | Jump, Sp |
2P | 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H | 5D | Jump, Sp |
5K | - | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | - | - | f.S, 2S | 2H, 6H | 5D | Sp |
6K | - | - | - | - | - | - |
c.S | 6P | 5K | f.S, 2S | 5H, 2H | 5D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H, 6H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 5D | Sp |
6H | - | - | - | - | 2D | - |
5D | - | - | - | - | - | homing jump, homing dash |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P[+] | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | - | j.S | j.H | - | Jump, Sp |
j.S | - | - | - | j.H | - | Sp |
j.H | - | - | - | - | j.D | Sp |
j.D | - | - | - | - | - | Sp |
- 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 whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGXRD-R2/Zato-1/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.