GGACR/Ky Kiske/Frame Data

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Ky Kiske

Glossary

How do I read frame data?

System Data Glossary  
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.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar 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.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values
Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on air CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.03 2 1.0 1/5F 1.0 60 49F 51F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.75 2.85 8.96 0.37 100.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 20.0 1.1 38F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Height High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 7F 20F 18.0 6F 12F 14.0 60.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
7.2 15.0 6.0 15.0

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
220 43 88

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 8 3 8 Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
5K 12 3 8 80% Low 1 SJR 1.44 5 8 7 -5 9 10 10 11
c.S 28 14 6 Mid 4 SJR 3.84 7 2 18 -3 16 17 16 14
f.S 28 10 7 Mid 3 SR 2.64 10 6 19 -11 13 14 14 13
5H 42 20 6 Mid 5 SR 3.84 10 6 12 +1 18 19 18 15
5D 15 8 20 High 3 R 2.64 25 4 22 -12 13 Launch 48 14 13
6P 30 10 7 90% Mid 3 SR 2.64 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
13 14 14 13
6K 36 14 6 Mid 4 SR 3.84 17 2 11 +4 16 17 25 14
6H 43 20 12 Mid 5 SJR 3.84 20 4 17 +2 22 Stagger 50 45 + WBounce 15
3H 36×2 10×2 8×2 Mid 5 SJR 3.84×2 23 8,1 3 +15 18 Crouch 20 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 4 4 5 +1 9 10 10 11
2K 14 3 8 70% Low 1 SR 1.44 5 4 6 0 9 10 10 11
2S 25 8 7 Low 3 SR 2.64 9 2 13 -1 13 14 14 13
2H 40 14 10 Mid 4 SJR 3.84 12 4 20 -7 16 17 19 14
2D 30 8 7 85% Low 3 SJR 2.64 7 12 12 -10 13 Down 14 13
j.P 12 3 8 High/Air 1 CSJR 1.44 6 6 6 9 10 10 11
j.K 16 3 9 High/Air 1 SR 1.44 7 8 8 9 10 10 11
j.S 28 8 8 High/Air 3 SJR 2.64 7 3 21 13 14 14 13
j.H 38 8 7 High/Air 3 SR 2.64 13 4 23 13 14 14 13
j.D 40 0 11 All 3 2.64 38 13 Total 20+11 after landing 13 Launch 28 13

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 60 6, 8 Forced 50% 43 pixels RF 4.00 Down 59~60F
Air Throw 60 6 Forced 50% 88 pixels 4.00 60 + WBounce N/A
Dead Angle Attack 25 10 7 50% Mid 3 R 0.52 12 3 24 -13 1~14F All
15~32F Throw
13 Launch 28 + WBounce 14 + WBounce 13 N/A

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236S S Stun Edge 40 0 7 All 3 F 2.75/4.80 10 Total 41 -5 13 14 18 13 22~23F
236H H Stun Edge 40 0 6 All 4 F 2.75/4.80 13 Total 52 -9 16 17 20 14 25~26F
j.236S Air S Stun Edge 33 0 7 All 3 F 1.50/2.40 15 Total 59+14 after landing 13 14 18 13 16~18F
j.236H Air H Stun Edge 33 0 6 All 4 F 1.50/2.40 13 Total 56+14 after landing 16 17 16 14 14~16F
236D Charged Stun Edge 20×3 0 6×3 All 4 F 2.50/2.40×3 43 49 Total 68 +18 16 17 20 7 31~32F
j.236D Air Charged Stun Edge 20×3 0 6×3 All 5 F 1.50/2.40×3 31 Total 63+14 after landing 18 19 25 7 21~22F
623S S Vapor Thrust 32 10 7 80% Mid 3 R 2.50/4.80 9 3 32+13 after landing -34 1~8F All 13 Launch 50 13 N/A
623H H Vapor Thrust 36 10 10 80% Mid 3 R 2.50/4.80 11 4 30+13 after landing -33 1~10F All
11~15F Strike
13 Launch 45 13 N/A
j.623S/H Air Vapor Thrust 32 10 7 All 3 R 2.00/4.80 11 3 Until landing+13 1~10F Strike 13 Launch 45 13 N/A
623H > S S Lightning Javelin 16 15 6 All 5 RF 1.00/2.40 17 5 Until landing+6 18 Launch 62 + WStick 32 15 24~26F
623H > H H Lightning Javelin 16 15 12 All 5 RF 1.00/2.40 17 6 Until landing+12 18 Launch 65 + WBounce 15 27~29F
236K Stun Dipper 12, 32 11, 10 6, 7 Low, Mid 4, 3 RF 2.00/4.80, 7.20 8 14(7)3 26 -15 5~21F Low Profile 16, 13 17, Down 16, 40 14, 13 24~26F
214K Greed Sever 30 11 18 85% High/Air 4 R 2.00/6.00 18 15 5+11 after landing -14 4~37F Feet 16 Launch 30 + GBounce 10 14 N/A
222H Lightning Strike 30 20 3 F 2.00/- 14 1 53 13 Launch 50 0 14~16F

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D > 4D Lightning Sphere 24×3 0 6×3 Mid 5 -/0.24×3 6 34 4 +8 18 19 25 7
236D > 4D > 46D Charge Drive 130 20 6 Forced 70% All 5 R 7+13 15 35 -31 18 Launch 80 + WStick 60 15
214D FB Greed Sever 70 11 6 80% High/Air 4 R 22 4 17 -4 1~4F Strike
5~25F Lower Body
18 Down 44 14
j.214D Stun Rays 18×2 0 7×2 Mid 3 -/0.24×2 45 161 Total 22 13 22 40 6

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
632146H Ride the Lightning 36×5 10×5 5×5 Mid 3 RF 10+1 42 20 -24 1~14F All
15~19F Throw
13 Launch 36 6 53~56F
j.632146H Air Ride the Lightning 36×5 10×5 5×5 All 3 RF 7+1 42 Until landing+3 1~14F All
15~19F Throw
13 Launch 45 6 50~53F
236236P Sacred Edge 27×5 3×5 6×5 All 5 F 5+3 Total 36 +13 18 19 30 0 13~14F

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Rising Force Fatal 20 All 5 9+8 3 45 -29 18 18

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Ky 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
2PGGAC Ky 2P.pngGuard:
Mid
Startup:
4
Recovery:
5
Advantage:
+1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Special, Super
6PGGAC Ky 6P.pngGuard:
Mid
Startup:
9
Recovery:
15
Advantage:
-6
- 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Special, Super
5KGGAC Ky 5K.pngGuard:
Low
Startup:
5
Recovery:
7
Advantage:
-5
6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
2KGGAC Ky 2K.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
0
6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Special, Super
6KGGAC Ky 6K.pngGuard:
Mid
Startup:
17
Recovery:
11
Advantage:
+4
- - - - - Special, Super
c.SGGAC Ky cS.pngGuard:
Mid
Startup:
7
Recovery:
18
Advantage:
-3
6P 6K f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
f.SGGAC Ky fS.pngGuard:
Mid
Startup:
10
Recovery:
19
Advantage:
-11
- 6K 2S 3H 5D, 2D Special, Super
2SGGAC Ky 2S.pngGuard:
Low
Startup:
9
Recovery:
13
Advantage:
-1
- 6K - 5H, 2H, 3H 5D, 2D Special, Super
5HGGAC Ky 5H.pngGuard:
Mid
Startup:
10
Recovery:
12
Advantage:
+1
- 6K - - 5D, 2D Special, Super
2HGGAC Ky 2H.pngGuard:
Mid
Startup:
12
Recovery:
20
Advantage:
-7
- - - - 5D, 2D Jump, Special, Super
6HGGAC Ky 6H.pngGuard:
Mid
Startup:
20
Recovery:
17
Advantage:
+2
- 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
3HGGAC Ky 3H.pngGuard:
Mid
Startup:
23
Recovery:
3
Advantage:
+15
- - - - - Jump, Special, Super
5DGGAC Ky 5D.pngGuard:
High
Startup:
25
Recovery:
22
Advantage:
-12
- - - - - Homing Jump
2DGGAC Ky 2D.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-10
- - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Ky jP.pngGuard:
High/Air
Startup:
6
Recovery:
6
Advantage:
j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC Ky jK.pngGuard:
High/Air
Startup:
7
Recovery:
8
Advantage:
j.P - j.S j.H j.D Special, Super
j.SGGAC Ky jS.pngGuard:
High/Air
Startup:
7
Recovery:
21
Advantage:
j.P - - j.H - Jump, Special, Super
j.HGGAC Ky jH.pngGuard:
High/Air
Startup:
13
Recovery:
23
Advantage:
- - - - - Special, Super
j.DGGAC Ky jD.pngGuard:
All
Startup:
38
Recovery:
Total 20+11 after landing
Advantage:
- - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Ky Kiske
To edit frame data, edit values in GGACR/Ky Kiske/Data.
Systems Pages