GGST/Baiken/Frame Data

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< GGST‎ | Baiken



Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this move. 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.
On-Block After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else.

On-Hit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
Counter Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
R.I.S.C. Loss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
Input Tension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Baiken 30 4 32.0 4 21 1-5F 1-15F [H] Kabari follow-up 10
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
44 48 441.1 524.4 7 18/24 6/11 735.625 234.929 3×22 [high jump: 3×23] 5×24


Normal Moves

  • Data in [] refers to max range
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 24 All 4 2 10 -2 +1 0 Small 80% 500 1500
5K 29 All 7 5 10 -3 0 1 Small 90% 1000 1000
c.S 43 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 33 All 9 6 15 -7 -4 2 Mid 90% 1500 1000
5H 47 All 13 2 25 -8 -5 4 Large 90% 2500 1000
2P 21 All 6 3 9 -2 +1 0 Small 80% 500 1500
2K 27 Low 6 5 10 -3 0 1 Small 70% 750 1000
2S 31 All 11 3 19 -8 -5 2 Mid 90% 1500 1000
2H 44 Low 17 6 26 -13 KD +21 4 Large 90% 1875 1000
j.P 23 High 5 3 13 0 Small 80% 375 1000
j.K 29 High 7 8 12 1 Small 80% 750 1000
j.S 33 High 8 7 19 +1 (IAD) +4 (IAD) 2 Mid 80% 1125 1000
j.H 41 High 15 Until Landing 3 after Landing +7 (IAD) +10 (IAD) 2 Mid 80% 1125 1000
j.D 53 High 12 3 26 3 Mid 90% 1500 1000
6P 32 All 9 5 19 -10 -7 2 Mid 1-2 Upper Body
3-13 Above Knees
90% 1500 1000
6K 33 All 12 9 10 -5 -2 2 Mid 90% 1500 1000
6H 52 All 20 8 24 -13 -10 4 Large 90% 2500 1000
2D 20, 16 Low 10 6, 3 21 -10 HKD +49 2 Large 90% 525×2 1000
5D 45 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 56 High 28 3 26 -10 KD +36 4 Mid 100% 1875 1500 [1000]

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236K Tatami Gaeshi 45, 25 All 15 3 (13) 13 5 -3 KD +42 3, 0 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
j.236K Air Tatami Gaeshi 40 [20] All 20 Until Tatami Lands Until Landing+7 +15 (IAD) +18 (IAD) 2 [0] Very Small 80% 500 1000
41236S S Kabari 30 All 29 10 15 +3 +6 4 Mid 90% 2500 1000
41236H H Kabari 30 All 18 11 19 -3 0 4 Mid 90% 2500 1000
41236H~H Kabari Followup 48 All 11 [23] 3 14 (23 on block) -7 HKD +58 3 Mid 90% 2000 1000
j.236S Youzansen 50 High 9 12 7 after Landing -14 (IAS) KD +30 (IAS) 2 Mid 80% 1125 1000
236P Hiiragi 100 - 1 7 32 - KD +14 [+11] 1-7 Strike 50% [100%] 2500 [1000]

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236236S Tsurane Sanzu-watashi 35×2, 89
[35×2, 55]
All 8+1 3(20)3(36)3 48 -32 HKD +42 4 Mid 1-10 Full 100% 800×3 1000
214214P Kenjyu 30,70 All (Guard Crush) 8+3 28 Total 47 +5 HKD +59 4 Small 500 1000
j.214214P Air Kenjyu 30, 70 All (Guard Crush) 11+3 28 Total 45 HKD 4 Small 500 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw (Tether) 80 Ground Throw (90000) 2 3 38 HKD +60 none 50% 2500
Ground Throw (Knockback) 80 Ground Throw (90000) 2 3 38 HKD +63 none 50% 2500
Air Throw 20, 60 Air Throw 2 3 38 or Until Landing+10 HKD +43 (IAD) none 50% 2500
Wild Assault 30 All(Guard Crush) 20~31 3 20 +13 Stagger +12 4 Mid 90% 2500 3000
Wild Assault 50 All(Guard Crush) 32 3 20 +17 HKD +71 4 Mid 100% 2500 2000
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Baiken 2P.pngGuardAllStartup6Recovery9Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 - - - - - Special, Super
5KGGST Baiken 5K.pngGuardAllStartup7Recovery10Advantage-3 6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Baiken 2K.pngGuardLowStartup6Recovery10Advantage-3 6P 6K - 6H 5D, 2D Special, Super
6KGGST Baiken 6K.pngGuardAllStartup12Recovery10Advantage-5 - - - - - Special, Super
c.SGGST Baiken cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 - - - 5H, 2H - Special, Super
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 - - - 5H, 2H - Special, Super
5HGGST Baiken 5H.pngGuardAllStartup13Recovery25Advantage-8 - - - - - Special, Super
2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13 - - - - - Special, Super
6HGGST Baiken 6H.pngGuardAllStartup20Recovery24Advantage-13 - - - - - Special, Super
5DGGST Baiken 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Baiken 2D 1.pngGuardLowStartup10Recovery21Advantage-10 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Baiken jP.pngGuardHighStartup5Recovery13Advantage- j.P - - - - Special, Super
j.KGGST Baiken jK.pngGuardHighStartup7Recovery12Advantage- - - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD) - - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Baiken jH.pngGuardHighStartup15Recovery3 after LandingAdvantage+7 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Baiken jD.pngGuardHighStartup12Recovery26Advantage- - - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

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