GGST/Baiken/Frame Data

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Baiken


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 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 multiplied by this modifier.
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 standing/crouching 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.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Baiken 1.11 4 4 Light 21/1~5 strike invuln/1~15 airborne [H] Kabari follow-up 1 10
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
44 44.11 48 52.44 3 3 25/19 12 18 6 3×22 [high jump: 3×23] 5×24

Normal Moves

  • Data in [] refers to max range

input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
5P 24 All 4 2 10 -2 +1 500 1500 0 Small 80%
5K 29 All 7 5 10 -3 0 1000 1000 1 Small
c.S 43 All 7 6 13 +1 +4 2000 1000 3 Mid 100%
f.S 33 All 9 6 15 -7 -4 1500 1000 2 Mid 90%
5H 47 All 13 2 25 -8 -5 2500 1000 4 Large 100%
2P 21 All 6 3 9 -2 +1 500 1500 0 Small 80%
2K 27 Low 6 5 10 -3 0 750 1000 1 Small 70%
2S 31 All 11 3 19 -8 -5 1500 1000 2 Mid 90%
2H 44 Low 17 6 26 -13 KD (+21) 1875 1000 4 Large 90%
j.P 23 High 5 3 13 375 1000 0 Small 80%
j.K 29 High 7 8 12 750 1000 1 Small 80%
j.S 33 High 8 7 19 1125 1000 2 Mid 80%
j.H 41 High 15 Until Landing Landing+3 1125 1000 2 Mid 80%
j.D 53 High 12 3 26 1500 1000 3 Mid 90%
6P 32 All 9 5 19 -10 -7 1500 1000 2 Mid 1-3f Upper Body
4-13f Above Knees
90%
6K 33 All 12 9 10 -5 -2 1500 1000 2 Mid 100%
6H 52 All 20 8 24 -13 -10 2500 1000 4 Large 100%
2D 20×2 Low 10 6,3 21 -10 HKD (+49) 525×2 1000 2 Large 70%
5D 45 High 20 3 26 -15 0 1125 3000 2 Mid 80%
5[D] 56 High 28 3 26 -10 Launch 1875 1500 4 Mid 100%


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
236K Tatami Gaeshi 45,25 All 15 29 5 -3 KD (+42) 1000,200 2000,1000 3 [0] Mid, Very Small 90%
j.236K Tatami Gaeshi 40 All 20 Until Landing Landing+7 500 1000 2 [0] Very Small 80%
41236S Kabari 30 All 31 11 16 +2 +5 2500 1000 4 Mid 100%
41236H Kabari 30 All 18 11 19 -3 0 2500 1000 4 Mid 100%
41236H~H Kabari Followup 48 All 11 [23] 3 14 -7 HKD (+58) 2000 1000 3 Mid 100%
j.236S Youzansen 50 High 9 12 Landing+7 -14 (TK) +6 (TK) 1125 1000 2 Mid 80%
236P Hiiragi 130 1 6 32 KD (+14) [+4] 2500 [1000] F1~6 Strike 50%

Supers

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
236236S Tsurane Sanzu-watashi 45×2, 100
[45×2, 60]
All 8+1 3(20)3(36)3 48 -32 HKD (+42) 800×3 1000 4 Mid 1~10 Full 100%
214214P Kenjyu 110 All (Guard Crush) 8+3 +5 HKD 500 1000 4 Small
j.214214P Kenjyu 110 All (Guard Crush) 11+3 HKD 500 1000 4 Small

Other

name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
Ground Throw (Tether) 20,60 Ground Throw (90000) 2 3 38 HKD +60 2500 none 50%
Ground Throw (Knockback) 20,60 Ground Throw (90000) 2 3 38 HKD +47 2500 none 50%
Air Throw 20,60 Air Throw 2 3 Until Landing+10 HKD 2500 none 50%
Dash Cancel Total 22


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Baiken 5P.pngGuard:
All
Startup:
4
Recovery:
10
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Baiken 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
- - - - - Special, Super
5KGGST Baiken 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-3
6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Baiken 2K.pngGuard:
Low
Startup:
6
Recovery:
10
Advantage:
-3
6P 6K - 6H 5D, 2D Special, Super
6KGGST Baiken 6K.pngGuard:
All
Startup:
12
Recovery:
10
Advantage:
-5
- - - - - Special, Super
c.SGGST Baiken cS.pngGuard:
All
Startup:
7
Recovery:
13
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
- - - 5H, 2H - Special, Super
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
- - - 5H, 2H - Special, Super
5HGGST Baiken 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
- - - - - Special, Super
2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
- - - - - Special, Super
6HGGST Baiken 6H.pngGuard:
All
Startup:
20
Recovery:
24
Advantage:
-13
- - - - - Special, Super
5DGGST Baiken 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Baiken 2D 1.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-10
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Baiken jP.pngGuard:
High
Startup:
5
Recovery:
13
Advantage:
-
j.P - - - - Special, Super
j.KGGST Baiken jK.pngGuard:
High
Startup:
7
Recovery:
12
Advantage:
-
- - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-
- - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Baiken jH.pngGuard:
High
Startup:
15
Recovery:
Landing+3
Advantage:
-
- - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Baiken jD.pngGuard:
High
Startup:
12
Recovery:
26
Advantage:
-
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Navigation

Baiken


Ambox notice.png To edit frame data, edit values in GGST/Baiken/Data.