Welcome to the web-version of GunFrame for Injustice 2.

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HealthStrengthAbilityDefense
1250160016501350

Move Startup Active Recovery Block Adv Hit Adv Cancel Move Type Damage Block Damage Wakeup Invincibility Exploitable Gap Notes Input
1 9 2 15 0 8 16 High 2.00 0.150 1
D1 6 4 17 -4 8 17 Low 1.00 0.080 D1
2 9 3 18 1 18 17 High 3.00 0.230 2
B2 10 2 19 -4 10 18 High 3.00 0.230 B2
F2 11 4 23 -10 10 19 Mid 3.00 0.230 F2
D2 9 8 21 -14 63 20 Mid 5.00 0.380 D2
3 10 5 33 -6 7 19 Mid 7.00 0.530 3
B3 29 3 28 6 66 N/A Mid 11.00 1.370 Used to trigger Arena Transitions. B3
F3 29 3 28 6 62 N/A Overhead 11.00 1.370 F3
D3 11 2 21 -1 22 N/A Low 7.00 0.530 D3
j1 5 15 31 -17 1 47 Mid 5.00 0.380 j1
j2 7 11 31 -13 11 47 Mid 7.00 0.530 j2
j3 6 4 31 -8 38 39 Mid 11.00 0.820 j3
Forward Throw 10 2 34 N/A 4 N/A Throw 11.00 N/A F1+3
Back Throw 10 2 34 N/A 8 N/A Throw 11.00 N/A 1+3
12 15 3 16 -2 2 23 Overhead 3.00 0.230 Backdash 12
122 14 3 30 4 32 25 Mid 7.00 0.530 Backdash 122
21 13 3 20 -1 15 20 Mid 3.00 0.230 21
213 18 3 29 0 34 N/A Mid 9.00 0.680 213
B23 4 3 19 0 13 11 High 5.00 0.380 B23
B232 17 2 33 2 45 30 High 7.00 0.530 B232
F23 15 2 20 0 13 22 Mid 5.00 0.380 Backdash F23
F233 14 6 27 -6 28 20 Mid 7.00 0.530 F233
Cold Blast 16 N/A N/A -9 16 15 High 7.00 1.880 BF1
Cold Blast MB 15 N/A N/A -4 11 N/A Mid 10.80 3.380 Must press MB at the beginning of BF1. BF1 MB
Death-Circle 64 24 N/A 27 47 18 Overhead 6.00 1.750 DF2
Death-Circle MB 51 26 N/A 51 86 N/A Overhead 9.00 2.130 Must press MB at the beginning of DF2. DF2 MB
Close Death Circle 64 24 N/A 27 47 N/A Overhead 6.00 1.750 DF2B
Close Death Circle MB 51 26 N/A 51 86 N/A Overhead 9.00 2.130 Must press MB at the beginning of DF2B. DF2B MB
Far Death-Circle 64 24 N/A 27 47 N/A Overhead 6.00 1.750 DF2F
Far Death-Circle MB 51 26 N/A 51 86 N/A Overhead 9.00 2.130 Must press MB at the beginning of DF2F. DF2F MB
Very Far Death-Circle 64 24 N/A 27 47 N/A Overhead 6.00 1.750 DF2U
Very Far Death-Circle MB 51 26 N/A 51 86 N/A Overhead 9.00 2.130 Must press MB at the beginning of DF2U. DF2U MB
The Wall 12 37 20 -19 0 38 Mid 9.00 2.130 Full DB2
The Wall MB 6 N/A N/A 3 46 N/A Mid 6.00 1.750 Must press MB in the middle of DB2. DB2 MB
Big Freeze 21 7 31 -21 9 29 Low 7.00 1.880 DB3
Big Freeze MB 2 N/A N/A -34 86 N/A Low 3.00 1.370 Must press MB at the beginning of DB3. DB3 MB
Frost Field 17 N/A N/A N/A -51 16 N/A N/A N/A The opponent will take damage overtime while standing in frozen area. DF3
Frost Field MB 2 N/A N/A N/A N/A N/A N/A N/A N/A Must press MB at the beginning of DF3. DF3 MB
Absolute Zero 14 41 32 1 4 N/A Mid 36.65 5.750 SS+MB
Cyclotron Charge 1 N/A 30 N/A N/A N/A N/A N/A N/A There are 3 levels to 4. Holding 4 will charge the Cold Gun allowing different special moves to be performed. 4 Hold
Cyclotron Charge> Cancel N/A N/A N/A N/A N/A N/A N/A N/A N/A 4 Hold> BB/FF
Frosted Tips 1 N/A 63 N/A N/A N/A N/A N/A N/A B4 requires 1 bar of 4. Captain Cold coats himself wilh icy spikes that will damage the opponenl when connecting normal and special moves. B4
Glacier Grenade 62 N/A N/A N/A N/A N/A N/A N/A N/A F4 requires 2 bars of 4. The opponent will take damage over lime and begin to freeze while standing in frozen area created by the Glacier Grenade F4
Cryogenic Blast 20 38 N/A -5 115 N/A Mid 7.00 1.880 D4 requires all 3 bars of 4. D4