GGST/Ky Kiske/Frame Data

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< GGST‎ | Ky Kiske

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
Ky Kiske 0 2 4 Normal 20/1~5 strike invuln/1~15 airborne 32.0
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 48 524.4 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6

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 26 All 5 4 7 -1 +2 0 Small none 80% 500 1500
5K 30 Low 7 8 6 -2 +1 1 Small none 70% 750 1000
c.S 42 All 7 6 10 +1 +4 3 Mid none 100% 2000 1000
f.S 34 All 12 6 13 -5 -2 2 Mid none 90% 1500 1000
5H 48 All 14 6 21 -8 -5 4 Large none 90% 2500 1000
2P 22 All 5 4 8 -2 +1 0 Small none 80% 500 1500
2K 26 Low 6 4 10 -2 +1 1 Small none 70% 750 1000
2S 32 Low 10 2 20 -8 -5 2 Mid none 90% 1125 1000
2H 14, 40 All 11 1,4 28 -13 +2 3,4 Large×2 none 90% 1000, 1200 1000
j.P 20 High 6 3 9 0 Small none 80% 375 1000
j.K 26 High 7 4 8 1 Small none 80% 750 1000
j.S 32 High 7 3 21 2 Mid none 80% 1125 1000
j.H 44 High 13 4 23 +5 (IAD) +8 (IAD) 2 Mid none 80% 1125 1000
j.D 32 All 13 6 15 2 Very Small none 80% 500 1000
6P 34 All 9 5 17 -8 -5 2 Mid 1-3f Upper Body
4-13f Above Knees
90% 1500 1000
6K 40 All 25 2 11 +4 +7 3 Mid none 90% 2000 1000
6H 52 All 15 4 20 -7 KD (+29) 3 Large none 90% 2000 1000
2D 34 Low 10 6 18 -10 HKD (+48) 2 Large none 90% 1125 1000
5D 45 High 20 4 25 -15 0 2 Mid none 80% 1125 3000
5[D] 56 High 28 4 25 -10 KD 2 Mid none 100% 1875 1500

Special Moves

  • Values in [] are during Shock State
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 Stun Edge 30 [33] All 13 Until Hit Total 46 -15 -12 2 Very Small none 80% 500 1000
DI 236S DI Stun Edge 30×2 All 13 Until Hit Total 46 -11 -8 2 Very Small×2 none 80% 200×2 1000
236H Charged Stun Edge 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] +25 [+28] 4 Very Small×3 none 80% 100×3 1000
DI 236H DI Charged Stun Edge 17×5 All 39 Until Hit Total 62 +45 +48 4 Very Small×5 none 80% 100×5 1000
j.236S Aerial S Stun Edge 30 [33] All 21 Until Hit Until Landing+10 2 Very Small none 80% 500 1000
DI j.236S DI Aerial S Stun Edge 30×2 All 21 Until Hit Until Landing+10 2 Very Small×2 none 80% 200×2 1000
j.236H Aerial H Stun Edge 30 [33] All 21 Until Hit Until Landing+10 2 Very Small none 80% 500 1000
DI j.236H DI Aerial H Stun Edge 30×2 All 21 Until Hit Until Landing+10 2 Very Small×2 none 80% 200×2 1000
623S S Vapor Thrust 48 [52] All 11 4 43 -33 KD (+22) [+34] 2 [4] Mid 1-14f Strike 60% 1500 [2500] 1000
DI 623S DI S Vapor Thrust 30×2 All 11 4 43 -26 KD (+26) 4 Mid×2 1-14f Strike 60% 1200×2 1000
623H H Vapor Thrust 60 [66] All 13 8 44 -38 KD (+21) [+37] 2 [4] Mid 1-16f Strike 60% 1500 [2500] 1000
DI 623H DI H Vapor Thrust 25×3 All 13 6 39 -22 KD (+37) 4 Large×3 1-18f Strike 60% 800×3 1000
j.623S Air S Vapor Thrust 48 [52] All 11 4 Until Landing+12 KD 2 [4] Mid 1-14f Strike 60% 1500 [2500] 1000
DI j.623S DI Air S Vapor Thrust 30×2 All 11 4 Until Landing+12 KD 4 Large×2 1-14f Strike 60% 1200×2 1000
j.623H Air H Vapor Thrust 60 [66] All 13 8 Until Landing+12 KD 2 [4] Mid 1-16f Strike 60% 1500 [2500] 1000
DI j.623H DI Air H Vapor Thrust 25×3 All 13 6 Until Landing+12 KD 4 Large×3 1-18f Strike 60% 800×3 1000
236K Stun Dipper 20×2 [20, 22] Low, All 5 12(7)3 26 -15 [-10] KD (+14) 2 [2, 4] Very Small×2 1-4f Upper Body
5-16f Above Knees
90% 525, 700 [1200] 1000
DI 236K DI Stun Dipper 20, 26×2 Low, All 5 12(7)3 26 -10 HKD (+41) 2, 4, 4 Very Small×3 1-4f Upper Body
5-16f Above Knees
90% 375, 800×2 1000
214K Foudre Arc 40 [44] All 24 11 6 -2~+6 [+5~+12] +2~+9 [+9~+14] 2,1 [4] Mid 10-11f Foot
12-28f Below Waist
90% 1000 [2500] 2800
DI 214K DI Foudre Arc 16, 24×2 All 24 3,2,6 6 +7~+12 +11~+16 4 Large×3 10-11f Foot
12-28f Below Waist
90% 800×3 2000
214S Dire Eclat 40 [44] All 14 3 25 -8 [-6] HKD (+51) 3 [4] Mid none 90% 2000 [2500] 1000
DI 214S DI Dire Eclat 20×3 All 14 3 25 -6 HKD (+51) 4 Large none 90% 800×3 1000

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 Ride the Lightning 21×4, 50 [22×4, 60] All 8+1 3×4(20)2 99 -82 HKD (+20) 2×4, 4 Mid 1-10f All 100% 300×4, 500 1000
DI 632146H DI Ride the Lightning 10×8, 30×3 All 8+1 2×8(20)2×3 99 -79 HKD (+26) 2×8, 4×3 Mid 1-15f All 100% 100×8, 200×3 1000
j.632146H Air Ride the Lightning 21×4, 50 [22×4, 60] All 8+1 3×4(20)2 99 HKD 2×4, 4 Mid 1-10f All 100% 300×4, 500 1000
DI j.632146H DI Air Ride the Lightning 10×8, 30×3 All 8+1 2×8(20)2×3 99 HKD 2×8, 4×3 Mid 1-15f All 100% 100×8, 200×3 1000
236236P Sacred Edge 22×5 [26×5] All [All (Guard Crush)] 4+3 Until Hit 32 +10 [+26] +13 [+18] 4×5 Very Small none 100% 100×5 1000
DI 236236P DI Sacred Edge 20×8 All (Guard Crush) 4+3 Until Hit 32 +32 +24 4×8 Very Small none 100% 100×8 1000
214214H Dragon Install 80 [88] All 11+1 5 25 +4 HKD (+63) Very Small none 100% 500 1000

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 90 2 3 38 HKD (+55) none 50% 2500
Air Throw 80 200 2 3 38+10 Landing HKD none 50% 2500
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Ky Kiske 5P.pngGuard:
All
Startup:
5
Recovery:
7
Advantage:
-1
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Ky Kiske 2P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
- - - - - Special, Super
5KGGST Ky Kiske 5K.pngGuard:
Low
Startup:
7
Recovery:
6
Advantage:
-2
6P 6K - 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Ky Kiske 2K.pngGuard:
Low
Startup:
6
Recovery:
10
Advantage:
-2
6P 6K - 6H 5D, 2D Special, Super
6KGGST Ky Kiske 6K.pngGuard:
All
Startup:
25
Recovery:
11
Advantage:
+4
- - - - - Special, Super
c.SGGST Ky Kiske cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
- - - 5H, 2H - Special, Super
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
- - - 5H, 2H - Special, Super
5HGGST Ky Kiske 5H.pngGuard:
All
Startup:
14
Recovery:
21
Advantage:
-8
- - - - - Special, Super
2HGGST Ky Kiske 2H.pngGuard:
All
Startup:
11
Recovery:
28
Advantage:
-13
- - - - - Special, Super
6HGGST Ky Kiske 6H.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-7
- - - - - Special, Super
5DGGST Ky Kiske 5D.pngGuard:
High
Startup:
20
Recovery:
25
Advantage:
-15
- - - - - -
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Ky Kiske jP.pngGuard:
High
Startup:
6
Recovery:
9
Advantage:
j.P - - - - Special, Super
j.KGGST Ky Kiske jK.pngGuard:
High
Startup:
7
Recovery:
8
Advantage:
- - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Ky Kiske jS.pngGuard:
High
Startup:
7
Recovery:
21
Advantage:
- - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Ky Kiske jH.pngGuard:
High
Startup:
13
Recovery:
23
Advantage:
+5 (IAD)
- - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Ky Kiske jD.pngGuard:
All
Startup:
13
Recovery:
15
Advantage:
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

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