GGST/Asuka R/Frame Data

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< GGST‎ | Asuka R



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.
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 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.
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.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
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  
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 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 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.

onHit 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.

riscGain 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.
riscLoss 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.
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 The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln Attribute and hitbox invincibility for this move.
prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension 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.
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 Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Asuka R -64 0 4 Normal 21/1~5 strike invuln/1~18 airborne Go to Marker 34.0
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
37 47 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6

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 21 All 6 3 9 -2 +1 0 Small 80%
5K 25 All 7 3 12 -3 ±0 1 Small 90%
c.S 39 All 7 6 10 +1 +4 3 Mid 100%
f.S 33 All 11 3 17 -6 -3 2 Mid 90%
5H 49 All 15 3 29 -13 KD 4 Large 90%
2P 18 All 5 2 10 -2 +1 0 Small 80%
2K 22 Low 6 3 12 -3 ±0 1 Small 70%
2S 31 Low 12 3 18 -7 -4 2 Mid 90%
2H 13×3 All 14 2, 2, 2 18 -3 KD 3 Large 90%
j.P 17 High 6 3 13 0 Small 80%
j.K 21 High 7 4 15 1 Small 80%
j.S 27 High 9 5 18 2 Mid 80$
j.H 37 High 11 4 32 2 Mid 80%
j.D 39 High 14 3 25 2 Mid 80%
6P 29 All 11 6 17 -9 KD 2 Mid 1~4F Upper Body
5~16F Above Knees
90%
6K 19×2 Low 14 2, 2 16 -4 2 Mid 90%
6H 57 High 25 7 25 -13 HKD 4 Large 80%
2D 31 Low 12 9 20 -9 HKD 3 Very Small 80%
5D 40 High 20 3 26 -15 ±0 2 Mid 80% 1125 3000 [1000]
5[D] 50 High 28 3 26 -10 KD +36 2 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
236X Chant Total 39 (empty Bookmark)
214X (Draw) Draw 7 Total 28
214X (Discard) Discard 7 Total 25
22P/K/S Recover Mana 13 7 Total 25
22H~X Change Test Case 2 Total 28

Spells

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
Reduce Mana Cost Reduce Mana Cost 11 Total 29
Recover Mana (Continuous) Recover Mana (Continuous) 16 Total 39
Recover Mana (Instant) Recover Mana (Instant) 11 Total 29
Bookmark (Full Import) Bookmark (Full Import) 11 Total 29
Bookmark (Random Import) Bookmark (Random Import) 11 Total 29
Bookmark (Auto Import) Bookmark (Auto Import) 16 Total 39
High-Pass Filter Gravity High-Pass Filter Gravity 19 Total 30
Low-Pass Filter Gravity Low-Pass Filter Gravity 19 Total 30
Shooting Time Stretch (Accelerate) Shooting Time Stretch (Accelerate) 19 Total 30
Shooting Time Stretch (Decelerate) Shooting Time Stretch (Decelerate) 19 Total 30
Gravity Rod (Shooting) Gravity Rod (Shooting) 19 Total 30
Repulsive Rod (Shooting) Repulsive Rod (Shooting) 19 Total 30
Howling Metron Howling Metron 41 All 11 Total 39 +5 KD 4 Very Small 80%
Delayed Howling Metron Delayed Howling Metron 22×3 All 21 Total 54 +32 KD 4 Very Small 80%
Howling Metron MS Processing Howling Metron MS Processing 24×3 All 16, 21, 26 Total 49 +10 KD 4 Very Small 80%
Metron Screamer 808 Metron Screamer 808 53 All (Guard Crush) 12 Total 34 +16 KD 4 Very Small 80%
Metron Arpeggio Metron Arpeggio 17×10 All 31 Total 59 +113 KD 4 Very Small 80%
Delayed Tardus Metron Delayed Tardus Metron 26×3 All 21 Total 39 +57 KD 4 Very Small 80%
Terra Metron Terra Metron 47 Low (Air: All) 16 Total 45 +4 KD 4 Very Small 80%
Accipiter Metron Accipiter Metron 49 High 19 Total 48 +4 KD 4 Very Small 80%
Aquila Metron Aquila Metron 40 All 14 Total 59 -25 KD 2 Very Small Strike 1~?? 60%
Bit Shift Metron Bit Shift Metron 28×1~5 All 14 4 Total 39 +8/+18/+28/+38/+48 KD Very Small 80%
RMS Boost Metron RMS Boost Metron 55/66/77/88/99 All (Guard Crush) 14 Total 44 +25 KD 4 Very Small 80%
Go to Marker Go to Marker 16 Total 35 16~25 All
Sampler 404 Sampler 404 11 Total 29
Chaotic Option Chaotic Option 11 Total 29

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
632146P/K Submicron Particle Sphere 22×5 All 6+1 Until Hit +36 KD 4x5 Very Small 100% 300
632146S Bookmark (Full Order) 0 16 1

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 1×20, 50 Ground Throw: 90 2 3 38 Forced 50% 2500
Air Throw 70 Air Throw: 200 2 3 38 or Until Landing+10 Forced 50% 2500
Finish Blow 80 11 HKD (+23) 1000
Dash Cancel Total 22

Cancel Data

Asuka has many cancels available to him which generally follow a set of rules.


Normal Cancel Data


On-Block Cancels
Cancelled Move 22H~XGGST Asuka R 22HX.pngGuard:
Startup:
2
Recovery:
Total 28
Advantage:
and 214X (Draw)GGST Asuka R 214X.pngGuard:
Startup:
7
Recovery:
Total 28
Advantage:
22P/K/SGGST Asuka R 22PKS.pngGuard:
Startup:
13
Recovery:
Total 25
Advantage:
and 214X (Discard)GGST Asuka R 214X 2.pngGuard:
Startup:
7
Recovery:
Total 25
Advantage:
632146SGGST Asuka R 632146S.pngGuard:
Startup:
16
Recovery:
1
Advantage:
Attack Lv 05P, 2P, j.P -19 -16 -8
Attack Lv 15K,2K, j.K -17 -14 -6
Attack Lv 26K, f.S, 2S, 6P, 2H,
j.S, j.H, j.D
-15 -12 -4
Attack Lv 3c.S, 2H, 2DGGST Asuka R 2D.pngGuard:
Low
Startup:
12
Recovery:
20
Advantage:
-9
-12 -9 -1
Attack Lv 45HGGST Asuka R 5H.pngGuard:
All
Startup:
15
Recovery:
29
Advantage:
-13
, 6HGGST Asuka R 6H.pngGuard:
High
Startup:
25
Recovery:
25
Advantage:
-13
-10 -7 +1

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Asuka R 5P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-2
5P, 2P, 6P - - 6H - Special, Super
2PGGST Asuka R 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
5P, 2P, 6P - - 6H - Special, Super
6PGGST Asuka R 6P.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
- - - - - Special, Super
5KGGST Asuka R 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Asuka R 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
6P - - 6H 5D, 2D Special, Super
6KGGST Asuka R 6K.pngGuard:
Low
Startup:
14
Recovery:
16
Advantage:
-4
- - - - - Special, Super
c.SGGST Asuka R cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Asuka R fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-6
- - - 5H, 2H - Special, Super
2SGGST Asuka R 2S.pngGuard:
Low
Startup:
12
Recovery:
18
Advantage:
-7
- - - 5H, 2H - Special, Super
5HGGST Asuka R 5H.pngGuard:
All
Startup:
15
Recovery:
29
Advantage:
-13
- - - - - Special, Super
2HGGST Asuka R 2H.pngGuard:
All
Startup:
14
Recovery:
18
Advantage:
-3
- - - - - Special, Super
6HGGST Asuka R 6H.pngGuard:
High
Startup:
25
Recovery:
25
Advantage:
-13
- - - - - Special, Super
5DGGST Asuka R 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Asuka R 2D.pngGuard:
Low
Startup:
12
Recovery:
20
Advantage:
-9
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Asuka R jP.pngGuard:
High
Startup:
6
Recovery:
13
Advantage:
j.P - - - - -
j.KGGST Asuka R jK.pngGuard:
High
Startup:
7
Recovery:
15
Advantage:
- - - - j.D Jump, Forward Air Dash
j.SGGST Asuka R jS.pngGuard:
High
Startup:
9
Recovery:
18
Advantage:
- - - j.H j.D Jump, Forward Air Dash
j.HGGST Asuka R jH.pngGuard:
High
Startup:
11
Recovery:
32
Advantage:
- - - - j.D Jump, Forward Air Dash
j.DGGST Asuka R jD.pngGuard:
High
Startup:
14
Recovery:
25
Advantage:
- - - - - Jump, Forward Air Dash
X = X is available on hit or block

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