GGST/I-No/Frame Data

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< GGST‎ | I-No

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.
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 modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
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 grounded 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.
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 Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
I-No 16 1 4 Light 20/1~5 strike invuln/1~15 airborne Hoverdash 36.0
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
38 340.1 49 567.6 4 [high jump: 3] 4 [high jump: 3] 15~32 [held] 15~32 [held] 15 15

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 22 All 5 4 9 -3 0 0 Small 80% 500 1500
5K 28 All 7 3 11 -2 +1 1 Small 90% 1000 1000
c.S 39 All 7 4 12 +1 +4 3 Mid 100% 2000 1000
f.S 31 All 13 8 18 -13 -10 2 Mid 90% 1500 1000
5H 41 All 15 4 23 -8 -5 4 Large 90% 2500 1000
2P 20 All 5 2 10 -2 +1 0 Small 80% 500 1500
2K 23 Low 6 2 12 -2 +1 1 Small 70% 750 1000
2S 28 All 10 2 23 -11 -8 2 Mid 90% 1500 1000
2H 42 All 11 8 14 -5 -2 3 Large 90% 2000 1000
j.P 18 High 5 4 12 0 Small 80% 375 1000
j.K 24 High 7 12 14 1 Small 80% 750 1000
j.S 29 High 8 4 20 2 Mid 80% 1125 1000
j.H 41 High 12 5 22 2 Mid 80% 1125 1000
j.D 35 High 16 5 20 2 Mid 90% 1125 1000
6P 34 All 9 5 18 -9 -6 2 Mid 1-2 Upper Body
3-13 Above Knees
90% 1500 1000
6H 20,45 All 7 2(12)8 19 -8 KD 3,4 Large 90% 1000, 1200 1000
2D 33 Low 12 3 18 -7 HKD 2 Large 90% 1125 1000
5D 45 High 20 3 26 -15 0 2 Mid 80% 1125 3000
5[D] 56 High 28 3 26 -11 KD 4 Mid 100% 1875 1500

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
236S S Stroke the Big Tree 36 Low 16 6 15 -7 2 Mid 5~15F Low Profile'"`UNIQ--item-13302--QINU`"' 90% 1125 1000
236H H Stroke the Big Tree 42 Low 28 5 16 -2 4 Mid 9~27F Low Profile'"`UNIQ--item-13304--QINU`"' 90% 1875 1000
j.236K K Sultry Performance 35 [50] All 10 Until Landing Until Landing + 13 -1~(-2) [+4] [(+2)] 2[4] Very Small 90% 1500 1000
j.236S S Sultry Performance 35 [50] All 10 Until Landing Until Landing + 13 -2~(-4) [+4] [(+1)] 2[4] Very Small 90% 1500 1000
j.236H H Sultry Performance 10×2,20 [10×4,20] All 9 32 Until Landing + 6 ?(-7) [(-2)] 2[4] Very Small 90% 500×3 [500×5] 1000
214P Antidepressant Scale 12+[9×4] All 29 Total 51 -16 0 Very Small 80% 200×2 ~ 100×5 1000
j.214P Air Antidepressant Scale 12+[9×4] All 28 Until Landing + 6 -16 0 Very Small 80% 200×2 ~ 100×5 1000
214K Chemical Love 45 All 11 14 22 -2 4 Very Small below the waist 2~27 80% 500 1000
j.214K Air Chemical Love 45 All 11 14 Until Landing + 7 4 Very Small 80% 500 1000

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
632146H Megalomania 13×18 (17×11) Ground Throw, All 11+0(41) N/A(-18) N/A(2) 100% 1000×18 (1000×11)
632146S Ultimate Fortissimo 40,20×2,100 All (Guard Crush) 7+2 4 (42) 9 13 +26 4 1~11 Full 100% 1000×2
j.632146S Air Ultimate Fortissimo 20×2,100 All (Guard Crush) 5+3 +37 100% 1000×2

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 38 HKD +56 50% 2500
Air Throw 80 Air Throw 2 3 Until Landing+10 50% 2500
Dash Cancel Total 26

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST I-No 5P.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-3
5P, 2P, 6P - - 6H - Special, Super
2PGGST I-No 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
5P, 2P, 6P - - 6H - Special, Super
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
- - - - - Special, Super
5KGGST I-No 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
6P - - 6H 5D, 2D Jump, Special, Super
2KGGST I-No 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-2
6P - - 6H 5D, 2D Special, Super
c.SGGST I-No cS.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
+1
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
- - - 5H, 2H - Special, Super
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
- - - 5H, 2H - Special, Super
5HGGST I-No 5H.pngGuard:
All
Startup:
15
Recovery:
23
Advantage:
-8
- - - - - Special, Super
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
- - - - - Special, Super
6HGGST I-No 6H.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-8
- - - - - Special, Super
5DGGST I-No 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST I-No 2D.pngGuard:
Low
Startup:
12
Recovery:
18
Advantage:
-7
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST I-No jP.pngGuard:
High
Startup:
5
Recovery:
12
Advantage:
j.P - - - - Forward Air Dash, Special, Super
j.KGGST I-No jK.pngGuard:
High
Startup:
7
Recovery:
14
Advantage:
- - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
- - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
- - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST I-No jD.pngGuard:
High
Startup:
16
Recovery:
20
Advantage:
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

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