GGST/Bedman/Frame Data

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< GGST‎ | Bedman

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
Bedman -10 0 32.0 5 24 1-6F 1-17F 8-Way Air Dash, No Double Jump 10
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
38 40 21 [high jump: 20] 0/19 0/19 297.5 297.5 4


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 27 All 6 4 8 -2 +1 0 Small 80% 500 1500
5K 32 All 8 7 14 -7 -4 2 Small 90% 1500 1000
c.S 43 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 35 All 11 6 17 -9 -6 2 Mid 90% 2000 1000
5H 51 All 13 4 22 -7 KD +29 4 Large 90% 2500 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 Very Small 100% 1875 1500 [1000]
6P 37 All 11 6 24 -16 KD +19 2 Mid 1-2 Upper Body
3-16 Above Knees
90% 1500 1000
6H 63 High 25 6 30 -16 KD +28 4 Large 80% 1875 1000
2P 23 All 5 4 10 -2 +1 1 Small 80% 500 1500
2K 27 Low 6 4 10 -2 +1 1 Small 70% 750 1000
2S 33 Low 12 3 22 -11 -8 2 Mid 90% 1125 1000
2H 8x5 Low 16 10 30 -15 KD +22 2x4, 3 Large 90% 225×5 1000
2D 38 Low 12 6 21 -10 HKD +47 3 Large 90% 1500 1000
j.P 24 High 6 4 9 0 Small 80% 375 1000
j.K 31 High 8 4 21 1 Small 80% 750 1000
j.S 34 High 10 4 22 2 Mid 80% 1125 1000
j.H 9x6 High 15 2x6 24 +10 (IAD) +13 (IAD) 2 80% 225×6 1000
j.D 49 High 17 Until Landing 21 after Landing -11 -8/-7 2 80% 1125 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
236P call 4BA 32 All 16 Total 46 -11 -8 4 Very Small 500 1000
j.236P call 4BA 32 All 16 -10 (IAS) -7 (IAS) 4 Very Small 500 1000
!P 32 All 8 [14] Total 0 [Total 30] +20 [+3] +23 [+6] 2 Very Small 500 1000
13C !P 70 All (Guard Crush) 8 [14] Total 0 [Total 30] +47 [+30] HKD +105 [HKD +88] 4 Very Small 500 1000
(236P) 214P 32 All 14 16 +3 +6 2 Very Small 500 1000
13C (236P) 214P 70 All (Guard Crush) Total 30 HKD +88 Very Small
236S call 4B3 9x5 All 14 18 24 -12 KD +30 2 Very Small 80% 300×5 1000
j.236S call 4B3 9x5 All 14 18 24 -13 (IAS) KD 2 Very Small 80% 300×5 1000
!S 9x5 All 15 [21] 3x5 Total 0 [Total 30] +36 [+26] KD +83 [KD +73] 2 Very Small 80% 100×5 2000
13C !S 10x9 All 15 [21] 4x9 Total 0 [Total 30] +62 [+52] HKD +132 [HKD +122] 4 Very Small 100% 100×9 1000
(236S) 214P 9x5 All 21 18 Total 30 +26 KD +73 2 Very Small 100×5 2000
13C (236S) 214P 10x9 All Total 30 +52 HKD +122 Very Small
236H call 4B9 (Malfunction) 55 All (Guard Crush) 24~38 9 23 +3 HKD +73 4 Large 90% 2500 2000
236{H} call 4B9 (Malfunction) 70 All (Guard Crush) 39~66 9 23 +11 HKD +80 4 Large 90% 2500 2000
236[H] call 4B9 (Malfunction) 100 All (Guard Crush) 67~75 9 23 +19 HKD +88 4 Large 90% 2500 2000
!H 236H Error 6E 55 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +49 HKD +107 4 Very Small 500 2000
!{H} Partially Charged 236H Error 6E 70 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +57 HKD +112 4 Very Small 500 2000
![H] Fully Charged 236H Error 6E 100 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +65 HKD +116 4 Very Small 500 2000
13C !H 13C !H 121 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +64 HKD +116 4 Very Small 100% 500 1000
(236H) 214P 55{70}[100] All (Guard Crush) 40 9 Total 30 +59 {+67} [+75] HKD +107 {HKD +112} [HKD +116] 4 Very Small 500 2000
13C (236H) 214P 121 All (Guard Crush) Total 30 +64 HKD +116 Very Small
214P call 0x$0.20 - - - - Total 30
j.214P call 0x$0.20 - - - - Total 30
214K call 0x$1.00 - - - - Total 24
j.214K call 0x$1.00 Total 24

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 call 13C 4 300 Total 14
632146H call 4CC 133 All 9+4 3 70 -39 HKD +43 4 1-13F Full 100% 500 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
Ground Throw 80 Ground Throw 2 3 HKD +57 50% 2500
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +56 (IAD) 50% 2500
Wild Assault 30 All 20 3 20 +7 HKD 9-22F strike 60% 3000
Wild Assault 50 All 32 3 30 +12 HKD 9-34F strike 60% 2000
Finish Blow 80 4 1000
Dash Cancel Total 26


call 0x$1.00 frame data

Cancelling normals into call 0x$1.00GGST Bedman 214K.pngGuard-Startup-RecoveryTotal 24Advantage- changes the frame data of the canceled move. In some cases it reduces the frame disadvantage of the move, making this a useful option, though it does leave you in Counter Hit recovery when you otherwise wouldn't be. InstallGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage- also changes frame data but is even better at it, and it doesn't have Counter Hit recovery. However, this comes at the cost of spending 50% tension.

(Hover over Attack Lv to see which moves are of that level)

On-Block Cancels
Cancelled Move 214KGGST Bedman 214K.pngGuard-Startup-RecoveryTotal 24Advantage- 632146SGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage- Hoverdash
Attack Lv 05P, j.P -15 -5 -3
Attack Lv 12P, 2K, j.K -13 -3 -1
Attack Lv 25K, f.S, 2S, 6P, 2H(1-4),
j.S, j.H, j.D
-11 -1 +1
Attack Lv 3c.S, 2D, 2H(5) -8 +2 N/A
Attack Lv 45H, 6H -6 +4 N/A

Instant Air Dash Advantage

Due to Bedman?'s 8-directional Air Dash, there is a lot of common setups for frame-advantage on hit/block for their air attacks. Below is a chart providing the expected on-block advantage for common Air Dash directions.

This assumes the attack is performed immediately out of an Air Dash performed at the lowest height. Delaying the attack can improve the frame data. Opposite horizontal directions (e.g. 3 3 and 1 1) are identical for frame advantage.

Instant Air Dash On-Block Data
Attack IAD direction High Jump IAD direction
2 2 3 3 6 6 2 2 3 3 6 6
j.PGGST Bedman jP.pngGuardHighStartup6Recovery9Advantage- +1 +0 -4* +1 +1 -4*
j.PPGGST Bedman jP.pngGuardHighStartup6Recovery9Advantage- +6* +1* +2*
j.KGGST Bedman jK.pngGuardHighStartup8Recovery21Advantage- +5 +4 -2 +6 +5 +0
j.SGGST Bedman jS.pngGuardHighStartup10Recovery22Advantage- +10 +9 +2* +10 +10 +4*
j.HGGST Bedman jH.pngGuardHighStartup15Recovery24Advantage+10 (IAD) +10 +10
* Attack whiffs on crouching opponents and is standing-only.

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Bedman 5P.pngGuardAllStartup6Recovery8Advantage-2 5P, 2P, 6P - - 6H - Special, Super
2PGGST Bedman 2P.pngGuardAllStartup5Recovery10Advantage-2 5P, 2P, 6P - - 6H - Special, Super
6PGGST Bedman 6P 1.pngGuardAllStartup11Recovery24Advantage-16 - - - - - Special, Super
5KGGST Bedman 5K.pngGuardAllStartup8Recovery14Advantage-7 6P - - 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Bedman 2K.pngGuardLowStartup6Recovery10Advantage-2 6P - - 6H 5D, 2D Special, Super
c.SGGST Bedman cS.pngGuardAllStartup7Recovery10Advantage+1 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Bedman fS.pngGuardAllStartup11Recovery17Advantage-9 - - - 5H, 2H - Special, Super
2SGGST Bedman 2S.pngGuardLowStartup12Recovery22Advantage-11 - - - 5H, 2H - Special, Super
5HGGST Bedman 5H.pngGuardAllStartup13Recovery22Advantage-7 - - - - - Special, Super
2HGGST Bedman 2H.pngGuardLowStartup16Recovery30Advantage-15 - - - - - Special, Super
6HGGST Bedman 6H 1.pngGuardHighStartup25Recovery30Advantage-16 - - - - - Special, Super
5DGGST Bedman 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Bedman 2D.pngGuardLowStartup12Recovery21Advantage-10 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Bedman jP.pngGuardHighStartup6Recovery9Advantage- j.P - - - - Air Dash, Special, Super
j.KGGST Bedman jK.pngGuardHighStartup8Recovery21Advantage- - - - - j.D Air Dash, Special, Super
j.SGGST Bedman jS.pngGuardHighStartup10Recovery22Advantage- - - - j.H j.D Air Dash, Special, Super
j.HGGST Bedman jH.pngGuardHighStartup15Recovery24Advantage+10 (IAD) - - - - j.D Air Dash, Special, Super
j.DGGST Bedman jD.pngGuardHighStartup17Recovery21 after LandingAdvantage-11 - - - - - Air Dash, Special, Super
X = X is available on hit or block

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