GGST/Faust/Frame Data

From Dustloop Wiki
< GGST‎ | Faust
Jump to navigation Jump to search
Faust


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
Faust 1.01 0 4 Normal 20/1~5 strike invuln/1~15 airborne Crawl, Steerable Air-Dash 1.1248
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
42 40.95 57 75.18 3 3 52 28 18 12

Normal Moves

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 25 All 5 4 8 -2 +1 500 1500 0 Small 80%
5K 30 All 7 8 8 -2 +1 1500 1000 2 Small 90%
c.S 40 All 8 6 12 -1 +3 2000 1000 3 Mid 100%
f.S 33 All 12 2 20 -8 -5 1500 1000 2 Mid 90%
5H 40 All 13 8 18 -7 -4 2500 1000 4 Large 100%
5HH 60 1 2 KD 2000 100%
2P 25 Low 7 2 11 -3 0 375 1500 0 Small 80%
2K 12×3 Low 5 2(1)6 12 -2 +1 300×3 1000 1 Small 90%
2S 32 All 11 9 26 -19 -16 1500 1000 2 Mid 100%
2H 40 Low 14 2 29 -12 KD 1875 1000 4 Large 90%
j.P 20 High 7 4 6 375 1000 0 Small 80%
j.K 25 High 7 5 18 750 1000 1 Small 80%
j.S 32 High 14 3 20 1125 1000 2 Mid 80%
j.H 42 High 9 5 15 1500 1000 3 Mid 80%
j.D 45 High 13 6 23 1125 1000 2 Mid 80%
6P 34 All 9 3 32 -21 KD 1500 1000 2 Mid 1-4 Upper Body
5-11 Above Knees
90%
6H 60 High 25 9 44 -34 -31 1875 1000 4 Large 80%
j.2K 39 All 10 Until L 1500 1000 2 Mid 80%
2D 35 Low 12 3 18 -4 HKD 1500 1000 3 Large 90%
5D 40 High 20 3 26 -15 0 1125 3000 2 Mid 80%
5[D] 50 High 28 3 26 -10 KD 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
41236K Thrust 40 All 26 12 19 -12 -9 2500 1000 4 Very Small 100%
41236K 4 Pull Back 0 59 1000 100%
41236K 4 H Home Run! 80 [120] 9 1000 100%
236P What Could This Be? 26 Total 40
236S Mix Mix Mix 13×4 All 21 -7 HKD 500×4 2000 3 Very Small 100%
j.236S Mix Mix Mix 13×4 All 21 HKD 500×4 2000 3 Very Small 100%
236H Snip Snip Snip 70 Ground Throw 6 1 43 2500 50%
j.236P Love 18, 40 All 27 Total 48 KD 500×2 1000×2 1, 2 Very Small 80%
j.236P (With Afro) Love 18, 60 All (Guard Crush) 27 Total 48 KD 500×2 1000×2 1, 2 Very Small 80%
214P Scarecrow 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] HKD 700×2 [500×3] 1000 2 [2×2, 4] Very Small 100%
214K Scarecrow 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] HKD 700×2 [500×3] 1000 2 [2×2, 4] Very Small 100%
214S Scarecrow 50 [70] High 50 [69] 17 36 -32 [-27] HKD 1125 [1875] 1000 2 [4] Mid 80%

Overdrives

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
632146H Bone-crushing Excitement 50, 105 All 16+5 3 48 -32 HKD 2500 1000 Very Small 1~23 Full 100%
236236P W-W-What Could This Be? 1+7 N/A Total 43 N/A N/A
236236236P W-W-W-W-W-W-W-W-W-What Could This Be? 1+7 N/A N/A N/A


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 80 Ground Throw 2 3 38 HKD +55 2600 50%
Air Throw 80 Air Throw 2 3 Until L+10 HKD 2500 50%
Dash Cancel Total 26
Bomb 70 All KD 500 1000 4 Very Small 80%
Banana Heal 20 80%
Donut Heal 20
Afro 40 All 2 100%
Hammer 50 All 1 500 1000 4 Very Small 80%
Mini Faust 15×2 (stomps) 15×N (lunge) 100×N 1000 2 Very Small 80%
100T Weight 25 All 1 63 HKD 250 1000 0 Very Small 80%
Earthquake 0 All 64 2 HKD 500 1000 0 80%
Horn 7*n All 100×N 1000×2 1 Very Small 80%
Meteors 36(1x) Guard Crush 100 1000xN 4 Very Small 80%


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Faust 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P - - 6H - Special, Super
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6P - - 6H - Special, Super
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
- - - - - Special, Super
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Faust 2K 1.pngGuard:
Low
Startup:
5
Recovery:
12
Advantage:
-2
6P - - 6H 5D, 2D Special, Super
c.SGGST Faust cS.pngGuard:
All
Startup:
8
Recovery:
12
Advantage:
-1
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
- - - 5H, 2H - Special, Super
2SGGST Faust 2S.pngGuard:
All
Startup:
11
Recovery:
26
Advantage:
-19
- - - 5H, 2H - Special, Super
5HGGST Faust 5H.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-7
- - - 5HH[-] - Special, Super
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
- - - - - Special, Super
6HGGST Faust 6H.pngGuard:
High
Startup:
25
Recovery:
44
Advantage:
-34
- - - - - Special, Super
5DGGST Faust 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Faust 2D.pngGuard:
Low
Startup:
12
Recovery:
18
Advantage:
-4
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Faust j.P.pngGuard:
High
Startup:
7
Recovery:
6
Advantage:
-
j.P j.2K - - - Special
j.KGGST Faust j.K.pngGuard:
High
Startup:
7
Recovery:
18
Advantage:
-
- j.2K j.S - j.D Jump, Air Forward Dash, Special
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-
- - - - - Special
j.SGGST Faust j.S.pngGuard:
High
Startup:
14
Recovery:
20
Advantage:
-
- - - j.H j.D Jump, Air Forward Dash, Special
j.HGGST Faust j.H.pngGuard:
High
Startup:
9
Recovery:
15
Advantage:
-
- - - - j.D Jump, Air Forward Dash, Special
j.DGGST Faust j.D.pngGuard:
High
Startup:
13
Recovery:
23
Advantage:
-
- - - - - Jump, Air Forward Dash, Special
X = X is available on hit or block
X[-] = X is available only on hit
  • 5HH is only available on ground hit and close to the opponent

Navigation

Faust


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