GGST/Nagoriyuki/Frame Data

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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
Nagoriyuki -8 4 30.0 5 23 1-6F 1-16F Fukyo, Unique High Jump, No Run, No Airdash, No Double Jump
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
41 38 389.0 437.0


Normal Moves

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 26 All 5 3 9 0 +3 1 Small 80% 1000 1500
5K 34 All 7 2 14 -2 +1 2 Small 90% 1500 1000
c.S 40 All 7 6 10 +3 KD +40 4 Mid 100% 2500 1000
f.S Level 1 25 All 16 3 28 -17 -14 2 Mid 90% 1500 1000
f.S Level 2 30 All 14 3 28 -17 -14 2 Mid 90% 1500 1000
f.S Level 3 35 All 12 3 28 -17 -14 2 Mid 90% 1500 1000
f.S Level BR 45 All 12 3 28 -17 -14 2 Mid 90% 1500 1000
f.SS Level 1 25 All 13 3 19 -8 -5 2 Mid 90% 1500 2000
f.SS Level 2 30 All 13 3 19 -8 -5 2 Mid 90% 1500 2000
f.SS Level 3 35 All 13 3 19 -8 -5 2 Mid 90% 1500 2000
f.SS Level BR 45 All 13 3 19 -8 -5 2 Mid 90% 1500 2000
f.SSS Level 1 25 All 14 6 35 -22 HKD +35 4 Mid 90% 2500 1000
f.SSS Level 2 30 All 14 6 35 -22 HKD +35 4 Mid 90% 2500 1000
f.SSS Level 3 35 All 14 6 35 -22 HKD +35 4 Mid 90% 2500 1000
f.SSS Level BR 80 All 14 6 35 -22 HKD +35 4 Mid 90% 2500 1000
5H Level 1 60 All 20 6 27 -14 KD +13 4 Large 90% 2500 1000
5H Level 2 65 All 18 6 27 -14 KD +13 4 Large 90% 2500 1000
5H Level 3 70 All 16 6 27 -14 KD +13 4 Large 90% 2500 1000
5H Level BR 91 All 16 6 27 -14 KD +13 4 Large 90% 2500 1000
2P 22 All 6 3 11 -2 +1 1 Small 80% 1000 1500
2K 26 Low 7 5 8 -1 +2 1 Small 70% 750 1000
2S Level 1 32 Low 12 4 21 -11 -8 2 Mid 90% 1125 1000
2S Level 2 37 Low 11 4 21 -11 -8 2 Mid 90% 1125 1000
2S Level 3 42 Low 10 4 21 -11 -8 2 Mid 90% 1125 1000
2S Level BR 54 Low 10 4 21 -11 -8 2 Mid 90% 1125 1000
2H Level 1 50 All 19 7 29 -17 KD +21 4 Large 90% 2500 1000
2H Level 2 55 All 17 7 29 -17 KD +21 4 Large 90% 2500 1000
2H Level 3 60 All 15 7 29 -17 KD +21 4 Large 90% 2500 1000
2H Level BR 78 All 15 7 29 -17 KD +21 4 Large 90% 2500 1000
j.P 20 High 7 3 12 N/A N/A 0 Small 80% 375 1000
j.K 26 High 7 3 19 N/A N/A 1 Small 80% 750 1000
j.S Level 1 35 High 13 3 20 N/A N/A 2 Mid 80% 1125 1000
j.S Level 2 37 High 12 3 20 N/A N/A 2 Mid 80% 1125 1000
j.S Level 3 39 High 11 3 20 N/A N/A 2 Mid 80% 1125 1000
j.S Level BR 50 High 11 3 20 N/A N/A 2 Mid 80% 1125 1000
j.H Level 1 41 High 16 4 23 N/A N/A 3 Mid 80% 1500 1000
j.H Level 2 43 High 15 4 23 N/A N/A 3 Mid 80% 1500 1000
j.H Level 3 45 High 14 4 23 N/A N/A 3 Mid 80% 1500 1000
j.H Level BR 58 High 14 4 23 N/A N/A 3 Mid 80% 1500 1000
j.D Level 1 55 High 15 3 20 N/A KD 3 Mid 80% 1500 1000
j.D Level 2 60 High 13 3 20 N/A N/A 3 Mid 80% 1500 1000
j.D Level 3 65 High 11 3 20 N/A N/A 3 Mid 80% 1500 1000
j.D Level BR 84 High 11 3 20 N/A N/A 3 Mid 80% 1500 1000
6P 34 All 12 5 15 -6 -3 2 Mid 1-3 Upper Body
4-17 Above Knee
90% 1500 1000
6K 35 Low 15 3 13 -2 +1 2 Mid 3-14F Low Crush 90% 1125 1000
6H Level 1 70 All (Guard Crush) 17 6 30 -2 KD +34 4 Large 90% 2500 1000
6H Level 2 80 All (Guard Crush) 16 6 30 -2 KD +34 4 Large 90% 2500 1000
6H Level 3 90 All (Guard Crush) 15 6 30 -2 KD +34 4 Large 90% 2500 1000
6H Level BR 117 All (Guard Crush) 15 6 30 -2 KD +34 4 Large 90% 2500 1000
2D 30 Low 12 3 18 -7 HKD +50 2 Large 90% 1125 1000
5D 50 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 62 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
236S Zarameyuki 45 All 18~29 9 Total 39 +5 +8 2 Very Small Projectile Clash 12-[17~28] 80% 500 1000
236K Forward Fukyo N/A N/A - N/A Total 25 N/A N/A N/A 1-25F Above Chest
214K Backward Fukyo N/A N/A - N/A Total 16 N/A N/A N/A 1-16F Above Chest
214H Kamuriyuki 50 Low 14 5 17 -3 HKD +56 4 Large 80% 1875 1000
623H Shizuriyuki (1) 45 All 11 3 21 -7 HKD +67 3 Large 1-13F Upper Body 80% 1000 1000
623HH Shizuriyuki (2) 55 High 10 6 29 -16 HKD +28 4 Large 80% 900 1000
623P Bloodsucking Universe 80/90/100 Ground Throw 7 2 48 NA HKD +36 N/A 1-8F Throw 50% 2500

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
632146S Wasureyuki 65, 2×17, 52 [65] All 7+(173 Flash)+2 2 54 -39 HKD +39 [HKD +73] 3 Mid 1-10F Full 2000 1000
632146H Zansetsu 200 All 11+(58 Flash)+10 6 80 -66 HKD +15 4 Very Small 1-26F Full 2500 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
BR Activation N/A All (Guard Crush) 4+(38 Flash)+3 10 70 -12 HKD (+33) Very Small 1-16F Full 100% 5 1000
BR Deactivation N/A N/A 1+(59 Flash) N/A 0 N/A N/A 1F Full
Ground Throw 90 Ground Throw 2 3 38 N/A HKD +41 N/A 50% 2500
Air Throw 90 Air Throw 2 3 38 or Until Landing+10 N/A HKD +51 (IAS) N/A 50% 2500
Wild Assault 30 All (Guard Crush) 20 3 20 +7 HKD 4 Mid 9-22F Strike 60% 2500 3000
Wild Assault 50 All (Guard Crush) 32 3 30 +12 HKD 4 Mid 9-34F Strike 60% 2500 2000

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Nagoriyuki 5P.pngGuardAllStartup5Recovery9Advantage0 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Nagoriyuki 2P.pngGuardAllStartup6Recovery11Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 - - - - - Special, Super
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 6P 6K - 6H 5D, 2D Jump, Special, Super
6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2 - - - - - Special, Super
2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 6P 6K - 6H 5D, 2D Special, Super
c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 - - f.SS 5H, 2H - Special, Super
f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8 - - f.SSS - - Special, Super
f.SSSGGST Nagoriyuki fS3.pngGuardAllStartup14Recovery35Advantage-22 - - - - - -
2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 - - - 5H, 2H - Special, Super
5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14 - - - - - Special, Super
2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17 - - - - - Special, Super
6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 - - - - - -
5DGGST Nagoriyuki 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Nagoriyuki 2D.pngGuardLowStartup12Recovery18Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Nagoriyuki jP.pngGuardHighStartup7Recovery12AdvantageN/A j.P - - - - -
j.KGGST Nagoriyuki jK.pngGuardHighStartup7Recovery19AdvantageN/A - - - - j.D -
j.SGGST Nagoriyuki jS.pngGuardHighStartup13Recovery20AdvantageN/A - - - j.H j.D -
j.HGGST Nagoriyuki jH.pngGuardHighStartup16Recovery23AdvantageN/A - - - - j.D -
j.D - - - - - -
X = X is available on hit or block

Blood Gain/Drain Data

Moves that increase Blood
Move Increase Duration Increase per Second
236K, 214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A +43.2 3 seconds +14.4
236SGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5, 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3, 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 +90 +30
Moves that decrease Blood
Move Decrease on Block Decrease on Hit Duration Decrease on Block per Second Decrease on Hit per Second
f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17, f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8, 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11, j.SGGST Nagoriyuki jS.pngGuardHighStartup13Recovery20AdvantageN/A, j.DGGST Nagoriyuki jD.pngGuardHighStartup15Recovery20AdvantageN/A 0 -7.2 6 seconds 0 -1.2
5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14, 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17, 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2, j.HGGST Nagoriyuki jH.pngGuardHighStartup16Recovery23AdvantageN/A -7.2 -57.6 -1.2 -9.6
f.SSSGGST Nagoriyuki fS3.pngGuardAllStartup14Recovery35Advantage-22 -64.8 -115.2 -10.8 -19.2
632146SGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 0 -194.4 0 -32.4
623PGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA N/A -280.8 3 seconds N/A -93.6

S and H Normals Frame Data Changes

Blood Rage frame data is much more different and less revelant so it wasn't included.

Normal BL1 Startup Startup Change BL1 Damage Damage Change BL1 Chip Damage Chip Damage Change
f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 16 -2 25 +5 10% +5%
f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8 13 0 25 +5
f.SSSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8 14 0 25 +5
2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 12 -1 32 +5
5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14 20 -2 60 +5
2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17 19 -2 50 +5
6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 17 -1 70 +10
j.SGGST Nagoriyuki jS.pngGuardHighStartup13Recovery20AdvantageN/A 13 -1 35 +2
j.HGGST Nagoriyuki jH.pngGuardHighStartup16Recovery23AdvantageN/A 16 -1 41 +2
j.DGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 15 -2 55 +5

Fukyo Frame Advantage

Special Cancel into 236KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A
Move On Block On Hit On Counter-Hit
5PGGST Nagoriyuki 5P.pngGuardAllStartup5Recovery9Advantage0, 2PGGST Nagoriyuki 2P.pngGuardAllStartup6Recovery11Advantage-2, 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 -14 -11 -5
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 -12 -9 -3
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6, f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17, f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8, 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 -12 -9 +4

6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2

-12 -9 +?
2DGGST Nagoriyuki 2D.pngGuardLowStartup12Recovery18Advantage-7 -12 KD KD
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 -9 KD KD
c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3, 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14, 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17, 623HHGGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-16, 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 -7 KD KD
236SGGST Nagoriyuki Zarameyuki2.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 +4~15 +7~18 +7~18
Special Cancel into 214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A
Attack Level On Block On Hit On Counter-Hit
5PGGST Nagoriyuki 5P.pngGuardAllStartup5Recovery9Advantage0, 2PGGST Nagoriyuki 2P.pngGuardAllStartup6Recovery11Advantage-2, 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 -5 -2 +4
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 -3 0 +6
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6, 6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2, f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17, f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8, 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 -3 0 +13

6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2

-3 -0 +?
2DGGST Nagoriyuki 2D.pngGuardLowStartup12Recovery18Advantage-7 -3 KD KD
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 0 KD KD
c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3, 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14, 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17, 623HHGGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-16, 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 +2 KD KD
236SGGST Nagoriyuki Zarameyuki2.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 +13~24 +16~27 +16~27
Note: Advantage on Hit and Counter-Hit increases by 1 against crouching opponents on moves that do not launch themEvery Level 1 and Level 2 move except for 2DGGST Nagoriyuki 2D.pngGuardLowStartup12Recovery18Advantage-7.
ZarameyukiGGST Nagoriyuki Zarameyuki2.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5's advantage increases with distance to the opponent.

Navigation

To edit frame data, edit values in GGST/Nagoriyuki/Data.
Systems Pages