< GGST
Character Frame Data
Character Comparisons
Defense Values
Character | Defense Modifier | Guts Rating | R.I.S.C. Gain Multiplier | Weight |
---|---|---|---|---|
![]() |
1.0625 | 5 | 1.0000 | Normal |
![]() |
1.0781 | 1 | 1.1250 | Normal |
![]() |
1.1172 | 4 | 1.0000 | Light |
![]() |
||||
![]() |
1.0625 | 0 | 1.0000 | Light |
![]() |
1.2656 | 4 | 1.2500 | Normal |
![]() |
1.0156 | 0 | 1.1250 | Normal |
![]() |
1.0313 | 1 | 1.0000 | Light |
![]() |
0.9609 | 3 | 0.8750 | Heavy |
![]() |
1.0391 | 1 | 1.1250 | Normal |
![]() |
1.0625 | 1 | 1.1250 | Light |
![]() |
1.1172 | 2 | 0.8750 | Light |
![]() |
1.0000 | 2 | 1.0000 | Normal |
![]() |
1.0000 | 3 | 1.0000 | Heavy |
![]() |
1.0625 | 4 | 1.0000 | Light |
![]() |
1.1875 | 2 | 1.2500 | Light |
![]() |
0.9688 | 4 | 0.9375 | Heavy |
![]() |
0.9375 | 3 | 0.8750 | Heavy |
![]() |
1.0625 | 1 | 1.0000 | Light |
![]() |
1.0547 | 2 | 1.0000 | Normal |
![]() |
0.9844 | 2 | 1.0000 | Normal |
![]() |
1.0469 | 1 | 1.0625 | Normal |
![]() |
1.0781 | 0 | 1.1250 | Normal |
Movement Values
Jump Values
Character | Prejump | Jump Duration | High Jump Duration | Jump Height | High Jump Height |
---|---|---|---|---|---|
![]() |
4 | 42 | 49 | 462.0 | 567.6 |
![]() |
4 | 42 | 49 | 409.5 | 567.6 |
![]() |
4 | 44 | 48 | 441.1 | 524.4 |
![]() |
|||||
![]() |
4 | 41 | 46 | 389.0 | 485.3 |
![]() |
4 | 42 | 55 | 525.0 | 702.0 |
![]() |
4 | 42 | 57 | 409.5 | 751.8 |
![]() |
4 | 38 | 49 | 340.1 | 567.6 |
![]() |
5 | 31 | 38 | 273.0 | 419.9 |
![]() |
4 | 42 | 49 | 409.5 | 567.6 |
![]() |
4 | 38 | 49 | 340.1 | 567.6 |
![]() |
4 | 42 | 48 | 420.0 | 522.5 |
![]() |
4 | 38 | 48 | 340.1 | 524.4 |
![]() |
4 | 38 | 53 | 340.1 | 656.5 |
![]() |
4 | 37 | 57 | 486.0 | 751.8 |
![]() |
4 | 37 | 55 | 453.6 | 702.0 |
![]() |
5 | 41 | 38 | 389.0 | 437.0 |
![]() |
5 | 42 | 55 | 340.1 | 567.6 |
![]() |
4 | 38 | 48 | 404.7 | 656.5 |
![]() |
4 | 42 | 49 | 409.5 | 567.6 |
![]() |
4 | 38 | 48 | 340.1 | 524.4 |
![]() |
4 | 43 | 55 | 409.5 | 663.6 |
![]() |
4 | 38 | 57 | 404.7 | 751.8 |
Air Dash Values
Character | Earliest Forward Instant Air Dash | Earliest Backward Instant Air Dash | Forward Air Dash Duration ※ | Backward Air Dash Duration | Forward Air Dash Attack Transition | Backward Air Dash Attack Transition |
---|---|---|---|---|---|---|
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
4 | 4 | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
||||||
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 25/16 | 12 | 15 | 6 |
![]() |
3 | 3 | 52 | 28 | 18 | 12 |
![]() |
4 [high jump: 3] | 4 [high jump: 3] | 25/19 | 12 | 18 | 6 |
![]() |
4 [high jump: 3] | 4 [high jump: 3] | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
4 [high jump: 3] | 4 [high jump: 3] | 15~32 [held] | 15~32 [held] | 15 | 15 |
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
4 [high jump: 3] | 4 [high jump: 3] | 25/19 | 12 | 18 | 6 |
![]() |
4 [high jump: 3] | 4 [high jump: 3] | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 18 | 18 | 13 | 13 |
![]() |
||||||
![]() |
||||||
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
4 [high jump: 3] | 4 [high jump: 3] | 25/19 | 12 | 18 | 6 |
![]() |
3 | 3 | 25/19 | 12 | 18 | 6 |
![]() |
4 [high jump: 3] | 91/14 | 14 |
※: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
Note: Zato's air dash values represent his flight.
Backdash Values
Character | Backdash Duration/Invincibility/Airborne Duration |
---|---|
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
21/1~5 strike invuln/1~15 airborne |
![]() |
|
![]() |
17 total 1~4 strike invuln 1~12 airborne |
![]() |
20/1~5 strike invuln/1~19 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
19/1~5 strike invuln/1~13 airborne |
![]() |
22/1~6 strike invuln/1~11 airborne |
![]() |
18/1~5 strike invuln/1~13 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
18/1~5 strike invuln/1~13 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
17 |
![]() |
16/1~4 strike invuln/1~11 airborne |
![]() |
16/1~4 strike invuln/1~11 airborne |
![]() |
23/1~6 strike invuln/1~16 airborne |
![]() |
24/1~6 strike invuln/1~17 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
28/1~5 strike invuln/1~22 throw invuln/1~22 airborneSin is considered airborne if he is hit during backdash and grounded otherwise |
![]() |
20/1~5 strike invuln/1~15 airborne |
![]() |
18/1~5 strike invuln/1~15 airborne |
![]() |
20/1~5 strike invuln/1~15 airborne |
Walk and Dash Values
Character | Walk Speed | Backwalk Speed | Initial Dash Speed | Dash Acceleration | Friction |
---|---|---|---|---|---|
![]() |
5.6 | 4.9 | 13.5 | 0.555 | 100 |
![]() |
5.2 | 4.9 | 13.1 | 0.416 | 100 |
![]() |
4.9 | 4.725 | 11.2 | 0.605 | 105 |
![]() |
|||||
![]() |
7.0 | 5.2 | 14.0 | 0.476 | 100 |
![]() |
8.8 | 6.8 | 24.5 | 0.761 | 85 |
![]() |
4.4 | 7.7 | 14.0 | 0.416 | 100 |
![]() |
10.0 | 8.0 | 42.0 | 0 | 5.5556 |
![]() |
6.3 | 5.2 | 10.0 | 0.297 | 100 |
![]() |
8.8 | 6.8 | 13.5 | 0.396 | 100 |
![]() |
6.1 | 4.8 | 18.0 | ||
![]() |
6.6 | 5.0 | 11.9 | 0.555 | 100 |
![]() |
6.6 | 5.0 | 13.0 | 0 | -125 |
![]() |
6.6 | 5.0 | 15.0 | 0.555 | 100 |
![]() |
8.6 | 6.0 | 20.0 | 0.555 | 100 |
![]() |
6.3 | 5.2 | 18.0 | 1~12f: 0.500; 13~21f: 0 | 1~12f: 0; 13~21f: 10 |
![]() |
10.0 | 8.0 | 24.0 | ||
![]() |
5.6 | 4.8 | 13.8 | 0.446 | 100 |
![]() |
7.9 | 6.1 | 20.6 | 0.623 | 90 |
![]() |
5.0 | 5.0 | |||
![]() |
5.6 | 4.8 | |||
![]() |
7.0 | 5.2 | 15.7 | 0.693 | 100 |
![]() |
6.3 | 4.9 | 14.0 | 0.56 | 100 |
![]() |
7.9 | 4.8 | 13.1 | 0.555 | 95 |
![]() |
5.6 | 4.5 | 11.5 | 0.555 | 95 |
![]() |
4.9 | 3.8 | 13.5 | 0.416 | 100 |
- Details on dash acceleration can be found here.
Throw Ranges
Character | Move Name | Throw Range | Relative Throw Range ※ |
---|---|---|---|
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
Winter Mantis | 1500 | 1667% | |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
Rock the Baby | 120 | 133% | |
Aerial Rock the Baby | 120 | 133% | |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 75 | 83% |
Genrou Zan | 20 | 22% | |
![]() |
Ground Throw | 90 | 100% |
Snip Snip Snip | 120 | 133% | |
![]() |
Ground Throw | 75 | 83% |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
Megalomania | 120 | 133% | |
![]() |
Ground Throw | 90 | 100% |
Forever Elysion Driver | 200 | 222% | |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
Gländzendes Dunkel | 120 | 133% | |
![]() |
Ground Throw | 90 | 100% |
Overhead Kiss | 120 | 133% | |
![]() |
Ground Throw | 75 | 83% |
![]() |
Ground Throw | 120 | 133% |
Bloodsucking Universe | 160 | 178% | |
![]() |
Ground Throw | 120 | 133% |
Potemkin Buster | 120→160→200→250 | 133%→178%→222%→278% | |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
Wild Throw | 120 | 133% | |
Heavy Mob Cemetery | 150 | 167% | |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
![]() |
Ground Throw | 90 | 100% |
Damned Fang | 120 | 133% |
※: Relative to the median throw range, which is the most common normal throw range of 90.
Note: Throw range values listed represent throw hitbox sizes, and do not account for travel distance. Round start distance is 504 units and full screen distance is 1336 units.
Character | Move Name | Throw Range |
---|---|---|
Air Throw (All Characters) | Air Throw | 200 |
![]() |
Aerial Rock the Baby | 120 |
![]() |
Heavenly Potemkin Buster | 200 |
System Data
Attack Level
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)
Tension Gain
Level | On-Block Tension | On-Hit Tension |
---|---|---|
Lv.0 | 150 | 300 |
Lv.1 | 200 | 400 |
Lv.2 | 250 | 500 |
Lv.3 | 300 | 600 |
Lv.4 | 350 | 700 |
Notes: Tension Gain when blocked by an airborne opponent uses On-Hit values. Tension Gain is halved for jumping normals (air specials are unaffected). Tension Gain is increased by 50% on Counter Hit. |
Guts
Guts Rating | ≤ 70% Life | ≤ 60% Life | ≤ 50% Life | ≤ 40% Life | ≤ 30% Life | ≤ 20% Life | ≤ 10% Life |
---|---|---|---|---|---|---|---|
0 | 97% | 92% | 89% | 84% | 75% | 66% | 56% |
1 | 96% | 91% | 87% | 82% | 73% | 63% | 53% |
2 | 95% | 90% | 85% | 80% | 70% | 60% | 50% |
3 | 94% | 89% | 83% | 78% | 67% | 57% | 47% |
4 | 93% | 88% | 81% | 76% | 64% | 53% | 44% |
5 | 92% | 87% | 79% | 74% | 60% | 50% | 41% |
Faultless Defense
Level | Gauge Consumption (Strikes) | Gauge Consumption (Projectiles) |
---|---|---|
Lv.0 | 250 | 62 |
Lv.1 | 300 | 75 |
Lv.2 | 350 | 87 |
Lv.3 | 400 | 100 |
Lv.4 | 450 | 112 |
- Tension Gauge maximum value is 10000.
- Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames.
- (Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
- During Instant Faultless Defense, Tension is reduced by the normal amount for Faultless Defense and then increased by the bonus amount for Instant Block.
Psych Burst
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |
---|---|---|---|---|---|---|---|---|
Gold Burst | 0 | All | 18 | 6 | 22+9 after landing | -10 | 1~45F Full | +29 |
Blue Burst | 0 | All | 14 | 6 | 33+9 after landing | -30 | 1~27F Full | +11 |
- R.I.S.C. Level resets on activation.
- Psych Bursts become airborne on frame 1.
- Gold Burst has an Attack Level of 2, Blue Burst has an Attack Level of 1.
- Blue Burst has 6 frames of hitstop.
- Recovery, On-Block and On-Hit values listed are while initially grounded.
- If activated while airborne, recovery is until landing + 9 frames after landing.
- If activated while airborne, Gold Burst is fully invincible until landing.