GGST/Johnny/Frame Data

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< GGST‎ | Johnny



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 Forward Dash Unique Movement Options Movement Tension Gain
Johnny -4 3 32.0 4 18/1~5 strike invuln/1~16 airborne 18 Step-Dash, Mist Finer Dash, Vault
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
43 56 7 18/24 6/11


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 23 All 6 4 8 -2 +1
5K 29 All 7 5 9 -2 +1
c.S 41 All 7 6 10 +1 +4
f.S 32 All 9 3 22 -11 -8 2 Mid
5H 43 All 13 4 30 -15 0
5D 45 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 56 High 28 3 26 -10 KD +36 2 Mid 100% 1875 1500 [1000]
2P 20 All 5 3 9 -2 +1
2K 24 Low 6 3 11 -2 +1
2S 30 Low 11 3 21 -10 -7
2H 20, 25 All 18 3(10)3 30 -14 -11
2D 22, 17 Low 10 3(3)3 26 -15 HKD +42
j.P 21 High 7 4 10 N/A N/A
j.K 23 High 8 4 10 N/A N/A
j.S 29 High 10 2 22 N/A N/A
j.H 43 High 15 4 25 N/A N/A
j.D 46 High 8 7 25 N/A N/A
6P 33 All 11 6 17 -9 KD 1~3F Upper Body
4~15F Above Knee
6K 31 All 15 4 18 -5
6H 53 All 18 2 36 -19 -16 Large

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
214[P/K/S] Mist Finer Stance N/A N/A 7 - - N/A N/A
j.214[P/K/S] Mist Finer Stance N/A N/A 7 - - N/A N/A
214]P[ Mist Finer (Upward) 36 All 7+5 2 30 -15 KD
214]K[ Mist Finer (Horizontal) 36 All 7+5 2 30 -15 KD
214]S[ Mist Finer (Downward) 36 Low 7+5 2 30 -15 HKD +48
j.214]P[ Air Mist Finer (Upward) 36 High 7+5 2 Until Landing + 13 KD
j.214]K[ Air Mist Finer (Horizontal) 36 High 7+5 2 Until Landing + 13
j.214]S[ Air Mist Finer (Downward) 36 High 7+5 2 Until Landing + 13
H or D Mist Finer Cancel N/A N/A - - 15 N/A N/A
Mist Finer 66 Mist Finer Dash (Forward) N/A N/A - - 25 N/A N/A
Mist Finer 44 Mist Finer Dash (Backward) N/A N/A - - 25 N/A N/A
Card hit by Mist Finer Turn Up 33 All 17 6 N/A +24~+27 KD
236P/K/S Deal N/A N/A - N/A 32 Total N/A N/A
j.236H Air Deal 32, 23 All 15 2, Until Land 17 KD
236H Vault N/A N/A - N/A 38 Total N/A N/A
236HH Vault Deal 32, 23 All
214H Ensenga 45 All 18 3 20 -4

Overdrives

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 That's My Name 42, 100 All 9+2 3 60 -44 KD 1~15F Full
236236S Joker Trick 42, 90 All 6+1 15 27 -16 KD

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 +58 Forced 50% 2500
Air Throw 80 Air Throw 2 3 ?? or Until Landing+10 HKD +?? (IAD) Forced 50% 2500
Wild Assault 30 All 16~27 3 20 -4 -1 4 Mid 90% 2500 3000
Wild Assault (Hold) 50 All 28 3 20 -4 HKD 4 Mid 100% 2500 2000
Finish Blow HKD +23 1000
Dash Cancel Total 22


Mist Finer Cancel Data

Mist Finer cancel data

214 [P/K/S]~H/D[[File:|130x200px]]GuardN/AStartup-Recovery15AdvantageN/A Cancel Frame Data
Cancelled Move On-Block Standing Hit Crouching Hit
Attack Lv 05P, 2P -13 -10 -9
Attack Lv 15K, 2K -11 -8 -7
Attack Lv 2f.S,2S, 6P, 2D -9 -6 -5
Attack Lv 3c.S,6K -6 -3 -2
Attack Lv 45H, 2H, 6H, 236D -4 -1 0

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Johnny 5P.pngGuardAllStartup6Recovery8Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Johnny 2P.pngGuardAllStartup5Recovery9Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Johnny 6P.pngGuardAllStartup11Recovery17Advantage-9 - - - - - Special, Super
5KGGST Johnny 5K.pngGuardAllStartup7Recovery9Advantage-2 6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Johnny 2K.pngGuardLowStartup6Recovery11Advantage-2 6P 6K - 6H 5D, 2D Special, Super
6KGGST Johnny 6K.pngGuardAllStartup15Recovery18Advantage-5 - - - - - Special, Super
c.SGGST Johnny cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11 - - - 5H, 2H - Special, Super
2SGGST Johnny 2S.pngGuardLowStartup11Recovery21Advantage-10 - - - 5H, 2H - Special, Super
5HGGST Johnny 5H.pngGuardAllStartup13Recovery30Advantage-15 - - - - - Special, Super
2HGGST Johnny 2H.pngGuardAllStartup18Recovery30Advantage-14 - - - - - Special, Super
6HGGST Johnny 6H.pngGuardAllStartup18Recovery36Advantage-19 - - - - - Special, Super
5DGGST Johnny 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Johnny 2D.pngGuardLowStartup10Recovery26Advantage-15 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Johnny jP.pngGuardHighStartup7Recovery10AdvantageN/A j.P - - - - Special
j.KGGST Johnny jK.pngGuardHighStartup8Recovery10AdvantageN/A - - - - j.D Forward Air Dash, Jump, Special
j.SGGST Johnny jS.pngGuardHighStartup10Recovery22AdvantageN/A - - - j.H j.D Forward Air Dash, Jump, Special
j.HGGST Johnny jH.pngGuardHighStartup15Recovery25AdvantageN/A - - - - j.D Forward Air Dash, Jump, Special
j.DGGST Johnny jD.pngGuardHighStartup8Recovery25AdvantageN/A - - - - - -
X = X is available on hit or block

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