GGST/I-No/Data

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< GGST‎ | I-No

Links

Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Forward Dash Weight Unique Movement Options
GGST I-No Portrait.png GGST I-No Icon.png I-No 16 1 36 4 20/1~5 strike invuln/1~15 airborne Light Hover-Dash
Movement Tension Gain Jump Duration High Jump Duration Jump Height High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration
38 49 340.1 567.6 4 [high jump: 3] 4 [high jump: 3] 15~32 [held] 15~32 [held]
Forward Air Dash Attack Transition Backward Air Dash Attack Transition Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
15 15 6.1 4.8 18

Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
22 All 5 4 9 -3 0 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80%
GGST I-No 5P.png
A literal poke
GGST I-No 5P Hitbox.png

5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
28 All 7 3 11 -2 +1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1000 300 80% 90%
GGST I-No 5K.png
GGST I-No 5K Hitbox.png

c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
39 All 7 4 12 +1 +4 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 60% 100%
GGST I-No cS.png
GGST I-No cS Hitbox.png
Input Proximity Range: 270

f.S Data

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
31 All 13 8 18 -13 -10 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST I-No f.S.png
The Anti-Disjoint disjoint
GGST I-No f.S Hitbox 1.pngGGST I-No f.S Hitbox 2.pngGGST I-No f.S Hitbox 3.png
Frame 13 • Frames 14-17 • Frames 18-20

5H Data

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
41 All 15 4 23 -8 -5 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 100% 90%
GGST I-No 5H.png
I-No wanted a 59' Gold Top
GGST I-No 5H Hitbox 1.pngGGST I-No 5H Hitbox 2.png
Frames 16-17 • Frames 18-19

2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20 All 5 2 10 -2 +1 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80%
GGST I-No 2P.png
GGST I-No 2P Hitbox.png

2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
23 Low 6 2 12 -2 +1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 70%
GGST I-No 2K.png
GGST I-No 2K Hitbox.png
Slight low-profile on frame 5, deeper low-profile 6~13F, slight low-profile 14~16F

2S Data

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
28 All 10 2 23 -11 -8 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST I-No 2S.png
GGST I-No 2S Hitbox.png
low-profile 10~28F

2H Data

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
42 All 11 8 14 -5 -2 3 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 500 100% 90%
GGST I-No 2H.png
Putting the hurt in hurtbox
GGST I-No 2H Hitbox1.pngGGST I-No 2H Hitbox2.pngGGST I-No 2H Hitbox3.pngGGST I-No 2H Hitbox4.png
Frames 11-12 • Frames 13-14 • Frames 15-16 • Frames 17-18(?)

j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
18 High 5 4 12 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
375 1000 300 80% 80%
GGST I-No jP.png
GGST I-No jP Hitbox.png

j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
24 High 7 12 14 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 80%
GGST I-No jK.png
GGST I-No jK Hitbox.png

j.S Data

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
29 High 8 4 20 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 80%
GGST I-No jS.png
GGST I-No jS Hitbox.png

j.H Data

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
41 High 12 5 22 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 60% 80%
GGST I-No jH.png
Block this overhead
GGST I-No jH Hitbox.pngGGST I-No jH Hitbox 2.png
Frames 12-13 • Frames 14-16

j.D Data

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 High 16 5 20 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 500 60% 90%
GGST I-No jD.png
Now block this one
GGST I-No jD Hitbox.png

6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
34 All 9 5 18 -9 -6 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 80% 90% 1-2 Upper Body
3-13 Above Knees
GGST I-No 6P.png
GGST I-No 6P Hurtbox 1.pngGGST I-No 6P Hitbox.png
Frames 1-2 • Frames 9-13
If the first hit of a combo, applies an additional +20 Combo Decay.

6H Data

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20,45 All 7 2(12)8 19 -8 KD 3,4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000, 1200 1000 250×2 60% 90%
GGST I-No 6H.png
GGST I-No 6H Hitbox1.pngGGST I-No 6H Hitbox2.pngGGST I-No 6H Hitbox3.pngGGST I-No 6H Hitbox4.pngGGST I-No 6H Hitbox5.png
Frames 7-8 • Frames 20-21 • Frames 22-23 • Frames 24-25 • Frames 26-27

2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 Low 12 3 18 -7 HKD 2 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90%
GGST I-No 2D.png
GGST I-No 2D Hitbox.png

5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 High 20 3 26 -15 0 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 3000 700 (900) 60% 80%
GGST I-No 5D.png
GGST I-No 5D Hitbox.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
Wall damage in ( ) refers to if opponent is touching the wall.
Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.

5[D] Data

5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
56 High 28 3 26 -11 KD 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1500 0 (200) 60% 100%
GGST I-No 5D.png
GGST I-No 5D Hitbox.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
Wall damage in ( ) refers to if opponent is touching the wall.
Wall Damage when hit raw is increased to 700 (900).
Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.

Universal Mechanics

Ground Throw Data

6D or 4D
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Ground Throw 2 3 38 HKD +56
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST I-No Ground Throw.pngGGST I-No Throw Whiff.png
• Whiff animation
Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* R.I.S.C. Loss: 1000
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
* Combo Decay on hit: 15.

Air Throw Data

j.6D or j.4D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Air Throw 2 3 Until Landing+10
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST I-No Air Throw.pngGGST I-No Air Throw Whiff.png
GGST I-No Air Throw Hitbox.png
Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* R.I.S.C. Loss: 1000
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
* Combo Decay on hit: 15.

Dash Cancel Data

66
Dash Cancel
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
Total 26
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.

Character Mechanics

Hoverdash

{{{input}}}
Hoverdash
{{{type}}}
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
GGST I-No Hoverdash.png
GGST I-No Hoverdash Hitbox.png

Special Moves

236S Data

236S
S Stroke the Big Tree
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
36 Low 16 6 15 -7 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 150 60% 90% 5~15F Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.
GGST I-No Stroke the Big Tree.png
GGST I-No Stroke the Big Tree Hitbox 1.pngGGST I-No Stroke the Big Tree Hitbox 2.pngGGST I-No Stroke the Big Tree Hitbox 4.pngGGST I-No Stroke the Big Tree Hitbox 5.pngGGST I-No Stroke the Big Tree Hitbox 6.png

236H Data

236H
H Stroke the Big Tree
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
42 Low 28 5 16 -2 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1000 300 150 60% 90% 9~27F Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.
GGST I-No Stroke the Big Tree.png
Discount Dash
GGST I-No Stroke the Big Tree Hitbox 1.pngGGST I-No Stroke the Big Tree Hitbox 2.pngGGST I-No Stroke the Big Tree Hitbox 4.pngGGST I-No Stroke the Big Tree Hitbox 5.pngGGST I-No Stroke the Big Tree Hitbox 6.png
236S: Frame 1
236H: Frames 1-2 • 236S: Frame 2
236H: Frames 3-4 • 236S: Frame 3-4
236H: Frames 5-8 • 236S: Frames 5-15
236H: Frames 9-27 • 236S: Frames 16-20
236H: Frames 28-32
  • Grants hard knockdown on air hit.
  • Combos from CH f.S/2S/2H/5H

j.236K Data

j.236K
K Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 [50] All 10 Until Landing Until Landing + 13 -1~(-2) [+4] [(+2)] 2[4] Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 150 100% 90%
GGST I-No Sultry Performance 1.png
K
GGST I-No Sultry Performance 1 Hitbox.png
K
Vertical Activation Range: 300 (Applies to all versions). Unable to hit extended hurtboxes of opponents above I-No.

j.236S Data

j.236S
S Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 [50] All 10 Until Landing Until Landing + 13 -2~(-4) [+4] [(+1)] 2[4] Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 150 100% 90%
GGST I-No Sultry Performance 2.png
S
GGST I-No Sultry Performance 2 Hitbox.png
S
Travels more horizontally, at around a 60 degree angle.

j.236H Data

j.236H
H Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
10×2,20 [10×4,20] All 9 32 Until Landing + 6 ?(-7) [(-2)] 2[4] Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500×3 [500×5] 1000 233×3 [140×5] 150 80% 90%
GGST I-No Sultry Performance 3.png
H
GGST I-No Sultry Performance 3 Hitbox.png
H
Hits three times, five when fully charged.

214P Data

214P
Antidepressant Scale
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
12+[9×4] All 29 Total 51 -16 0 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
200×2 ~ 100×5 1000 150×2 ~ 60×5 100 80% 80%
GGST I-No Antidepressant Scale.png
The siren song of okizeme
GGST I-No Antidepressant Scale Hitbox.png
Clash Level: 1
Clash Hits: 3 (Gathers hits as it travels)

j.214P Data

j.214P
Air Antidepressant Scale
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
12+[9×4] All 28 Until Landing + 6 -16 0 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
200×2 ~ 100×5 1000 150×2 ~ 60×5 100 80% 80%
GGST I-No Antidepressant Scale.png
GGST I-No Antidepressant Scale Hitbox.png
Clash Level: 1
Clash Hits: 3 (Gathers hits as it travels)
Recovery and CH state until landing.

214K Data

214K
Chemical Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 11 14 22 -2 4 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 80% 80%
GGST I-No Chemical Love.png
GGST I-No Chemical Love Hitbox 1.pngGGST I-No Chemical Love Hitbox 2.pngGGST I-No Chemical Love Hitbox 3.pngGGST I-No Chemical Love Hitbox 4.pngGGST I-No Chemical Love Hitbox 5.png
Frames 11-12 • Frames 13-14 • Frames 15-16 • Frames 17-18 • Frames 19-20
Clash Level: 2
Clash Hits: 1
airborne 2~38F

j.214K Data

j.214K
Air Chemical Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 11 14 Until Landing + 7 4 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 80% 80%
GGST I-No Chemical Love.png
GGST I-No Chemical Love Hitbox 1.pngGGST I-No Chemical Love Hitbox 2.pngGGST I-No Chemical Love Hitbox 3.pngGGST I-No Chemical Love Hitbox 4.pngGGST I-No Chemical Love Hitbox 5.png
Clash Level: 2
Clash Hits: 1

Overdrives

632146H Data

632146H
Megalomania
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
13×18 (17×11) Ground Throw, All 11+0(41) N/A(-18) N/A(2)
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000×18 (1000×11) 0 80% 100%
GGST I-No Megalomania flash.pngGGST I-No Megalomania 1.pngGGST I-No Megalomania 2.png
20-second-long super animation to let the mental damage truly sink in • Successful hit • Whiff
GGST I-No Megalomania flash hitbox.pngGGST I-No Megalomania 2 hitbox.png
The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
* Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
* Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
* Raw hit only deals the maximum damage from at least 1333 R.I.S.C. (approx. 10.4% gauge).

632146S Data

632146S
Ultimate Fortissimo
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40,20×2,100 All (Guard Crush) 7+2 4 (42) 9 13 +26 4
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000×2 0 80% 100% Full F1~11
GGST I-No Ultimate Fortissimo-2.pngGGST I-No Ultimate Fortissimo.png
Grounded attack • Projectile follow-up
GGST I-No Ultimate Fortissimo-2 hitbox.pngGGST I-No Ultimate Fortissimo hitbox.png
Clash Level: 4 (Second Hit)
Clash Hits: 3
The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
* Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
* Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
* Raw hit only deals the maximum damage from at least 1333 R.I.S.C. (approx. 10.4% gauge).

j.632146S Data

j.632146S
Air Ultimate Fortissimo
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20×2,100 All (Guard Crush) 5+3 +37
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000×2 0 80% 100%
GGST I-No Ultimate Fortissimo.png
GGST I-No Ultimate Fortissimo hitbox.png
Clash Level: 4 (Second Hit)
Clash Hits: 3

Category