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.
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
Asuka R -64 0 34.0 4 21 1-5F 1-18F Go to Marker
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
37 47 8 [high jump: 7] 18/24 6/11 715 228.367


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% 500 1500
5K 25 All 7 3 12 -3 ±0 1 Small 90% 1000 1000
c.S 39 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 33 All 11 3 17 -6 -3 2 Mid 90% 1500 1000
5H 49 All 15 3 29 -13 KD 4 Large 90% 2500 1000
2P 18 All 5 2 10 -2 +1 0 Small 80% 500 1500
2K 22 Low 6 3 12 -3 ±0 1 Small 70% 750 1000
2S 31 Low 12 3 18 -7 -4 2 Mid 90% 1125 1000
2H 13×3 All 14 2,2, 2 18 -3 KD 3 Large 90% 600×3 1000
j.P 17 High 6 3 13 0 Small 80% 375 1000
j.K 21 High 7 4 15 -3 (IAD) +0 (IAD) 1 Small 80% 750 1000
j.S 27 High 9 5 18 +1 (IAD) +4 (IAD) 2 Mid 80$ 1125 1000
j.H 37 High 11 4 32 +4 (IAD) +7 (IAD) 2 Mid 80% 1125 1000
j.D 39 High 14 3 25 +7 (IAD) +10 (IAD) 2 Mid 80% 1125 1000
6P 29 All 11 6 17 -9 KD 2 Mid 1-3 Upper Body
4-16 Above Knees
90% 1500 1000
6K 19×2 Low 14 2, 2 16 -4 2 Mid 90% 525x2 1000
6H 57 High 25 7 25 -13 HKD 4 Large 80% 1875 1000
2D 31 Low 12 9 20 -9 HKD 2 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 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
236X Chant Total 39 (empty Spell Slot)
214X (Draw) Draw 7 Total 28
214X (Discard) Discard 7 Total 25
22P/K/S Recover Mana 13 7 Total 25 (No Hold)
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 11 600 Total 29
Recover Mana (Continuous) Recover Mana (Continuous) 16 900 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) 16 600 Total 39
High-Pass Filter Gravity High-Pass Filter Gravity 19 600 Total 30
Low-Pass Filter Gravity Low-Pass Filter Gravity 19 600 Total 30
Shooting Time Stretch (Accelerate) Shooting Time Stretch (Accelerate) 19 600 Total 30
Shooting Time Stretch (Decelerate) Shooting Time Stretch (Decelerate) 19 600 Total 30
Gravity Rod (Shooting) Gravity Rod (Shooting) 19 600 Total 30
Repulsive Rod (Shooting) Repulsive Rod (Shooting) 19 600 Total 30
Howling Metron Howling Metron 41 All [Guard Crush] 11 Total 39 +5 [+16] KD 4 Very Small 80% 500 2000
Delayed Howling Metron Delayed Howling Metron 22×3 All [Guard Crush] 21 Total 54 +22 [+33] KD 4 Very Small 80% 100×3 2000
Howling Metron MS Processing Howling Metron MS Processing 24×3 All [Guard Crush] 16, 21, 26 Total 49 +10 [+21] KD 4 Very Small 80% 100x3 2000
Metron Screamer 808 Metron Screamer 808 53 All (Guard Crush) 12 Total 34 +16 KD 4 Very Small 80% 500 2000
Metron Arpeggio Metron Arpeggio 17×10 All [Guard Crush] 31 Total 59 +113 [+124] KD 4 Very Small 80% 100×10 2000
Delayed Tardus Metron Delayed Tardus Metron 26×3 All [Guard Crush] 21 Total 39 +57 [+68] KD 4 Very Small 80% 100×3 2000
Terra Metron Terra Metron 47 Low (Air: All) 16 3 Total 45 +4 KD 4 Very Small 80% 375 2000
Accipiter Metron Accipiter Metron 49 High 19 3 Total 48 +4 KD 4 Very Small 80% 375 2000
Aquila Metron Aquila Metron 40 All 14 Total 59 -25 HKD +41 2 Very Small Strike 1-15 60% 500 1000
Bit Shift Metron Bit Shift Metron 28×1~5 All [Guard Crush] 14 4 Total 39 +8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] KD Very Small 80% 100×5 2000
RMS Boost Metron RMS Boost Metron 55/66/77/88/99 All (Guard Crush) 14 5 Total 44 +25 KD 4 Very Small 80% 500 2000
Go to Marker Go to Marker 16 Total 35 16-25 Full
Sampler 404 Sampler 404 11 Until Spell Used 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 [Guard Crush] 6+1 Until Hit Total 32 +36 [+47] KD 4x5 Very Small 100% 300
632146S Bookmark (Full Order) 16 Total 17

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 70 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
Wild Assault 30 All 20~31 3 20 +13 Stagger +12 4 90% 2500 3000
Wild Assault 50 All 32 3 20 +17 HKD +71 4 Mid 100% 2500 2000
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 No Cancel 2H~XGGST Asuka R 22HX.pngGuardStartup2RecoveryTotal 28Advantage- or 4X (Draw)GGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage- 2P/K/SGGST Asuka R 22PKS 2.pngGuardStartup13RecoveryTotal 25 (No Hold)Advantage- or 4X (Discard)GGST Asuka R 214X 2.pngGuardStartup7RecoveryTotal 25Advantage- 4XGGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage- > 4X (Discard)GGST Asuka R 214X 2.pngGuardStartup7RecoveryTotal 25Advantage- or 4XGGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage- > 2P/K/SGGST Asuka R 22PKS 2.pngGuardStartup13RecoveryTotal 25 (No Hold)Advantage- 4XGGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage- > 4X (Draw)GGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage- 632146SGGST Asuka R 632146S.pngGuardStartup16RecoveryTotal 17Advantage-
Attack Lv 05P, 2P, j.P -- -19 -16 -32 -35 -8
Attack Lv 15K,2K, j.K -- -17 -14 -30 -33 -6
Attack Lv 26K, f.S, 2S, 6P, 2H,
j.S, j.H, j.D
-- -15 -12 -28 -31 -4
Attack Lv 3c.S, 2H -- -12 -9 -25 -28 -1
Attack Lv 45H, 6H -- -10 -7 -23 -26 +1
2D19 frames of effective blockstun -9 -9 -6 -22 -25 +2
Wild AssaultUncharged and partially charged +12 +6 +9 -10 -13 +17
Wild Assault (Charged)5 extra frames of blockstun +17 +11 +14 -5 -8 +22
GGST Asuka R Howling Metron Icon.png Howling Metron +5 +2 +5 -11 -14 +13
GGST Asuka R Delayed Howling Metron Icon.png Delayed Howling Metron +22 +24 +27 +11 +8 +35
GGST Asuka R Howling Metron MS Processing Icon.png Howling Metron MS Processing +10 +12 +15 -1 -4 +23
GGST Asuka R Metron Screamer 808 Icon.png Metron Screamer 808 +16 +7 +10 -6 -9 +18
GGST Asuka R Metron Arpeggio Icon.png Metron Arpeggio +113 +110 +113 +97 +94 +121
GGST Asuka R Delayed Tardus Metron Icon.png Delayed Tardus Metron +57 +44 +47 +31 +28 +55
GGST Asuka R Terra Metron Icon.png Terra Metron +4 +2 +5 -11 -14 +13
GGST Asuka R Accipiter Metron Icon.png Accipiter Metron +4 +2 +5 -11 -14 +13
GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron (1) +8 +2 +5 -11 -14 +13
GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron (2) +18 +12 +15 -1 -4 +23
GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron (3) +28 +22 +25 +9 +6 +33
GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron (4) +38 +32 +35 +19 +16 +43
GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron (5) +48 +42 +45 +29 +26 +53
GGST Asuka R RMS Boost Metron Icon.png RMS Boost Metron +25 +24 +27 +11 +8 +35
GGST Asuka R Aquila Metron Icon.png Aquila Metron -25
  • GGST Asuka R Shooting Time Stretch (Accelerate) Icon.png Shooting Time Stretch (Accelerate) adds 11 frames of additional blockstun to the following moves.
    • GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Metron Arpeggio Icon.png GGST Asuka R Bit Shift Metron Icon.png and 632146PGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Asuka R 5P.pngGuardAllStartup6Recovery9Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Asuka R 2P.pngGuardAllStartup5Recovery10Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Asuka R 6P.pngGuardAllStartup11Recovery17Advantage-9 - - - - - Special, Super
5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Asuka R 2K.pngGuardLowStartup6Recovery12Advantage-3 6P 6K - 6H 5D, 2D Special, Super
6KGGST Asuka R 6K.pngGuardLowStartup14Recovery16Advantage-4 - - - - - Special, Super
c.SGGST Asuka R cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Asuka R fS.pngGuardAllStartup11Recovery17Advantage-6 - - - 5H, 2H - Special, Super
2SGGST Asuka R 2S.pngGuardLowStartup12Recovery18Advantage-7 - - - 5H, 2H - Special, Super
5HGGST Asuka R 5H.pngGuardAllStartup15Recovery29Advantage-13 - - - - - Special, Super
2HGGST Asuka R 2H.pngGuardAllStartup14Recovery18Advantage-3 - - - - - Special, Super
6HGGST Asuka R 6H.pngGuardHighStartup25Recovery25Advantage-13 - - - - - Special, Super
5DGGST Asuka R 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Asuka R 2D.pngGuardLowStartup12Recovery20Advantage-9 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Asuka R jP.pngGuardHighStartup6Recovery13Advantage- j.P - - - - -
j.KGGST Asuka R jK.pngGuardHighStartup7Recovery15Advantage-3 (IAD) - - - - j.D Jump, Forward Air Dash
j.SGGST Asuka R jS.pngGuardHighStartup9Recovery18Advantage+1 (IAD) - - - j.H j.D Jump, Forward Air Dash
j.HGGST Asuka R jH.pngGuardHighStartup11Recovery32Advantage+4 (IAD) - - - - j.D Jump, Forward Air Dash
j.DGGST Asuka R jD.pngGuardHighStartup14Recovery25Advantage+7 (IAD) - - - - - Jump, Forward Air Dash
X = X is available on hit or block

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