GGST/Leo Whitefang/Frame Data

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Leo Whitefang


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
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 multiplied by this modifier.
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 standing/crouching 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.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Leo Whitefang 1.00 3 4 Heavy 20/1~5 strike invuln/1~15 airborne 21 Step-Dash during Brynhildr Stance 1
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 34.01 53 65.65 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
Brynhildr Stance Data
Backdash Forward Dash Walk Speed Backwalk Speed Initial dash speed Dash accelration Dash friction
17 17 10 8 24 N/A N/A

Normal Moves

input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
5P 26 All 5 5 6 -1 +2 200 1500 0 Small 75%
5K 32 All 9 4 13 -3 0 1500 1000 2 Small 85%
c.S 40 All 7 6 10 +1 +4 2000 1000 3 Mid 100%
f.S 34 All 12 6 21 -13 -10 1500 1000 2 Mid 90%
5H 42 All 15 5 22 -10 -7 2000 1000 3 Large 100%
2P 22 All 6 4 8 -2 +1 500 1500 0 Small 75%
2K 26 Low 7 6 11 -5 -2 750 1000 1 Small 70%
2S 26 Low 10 3 13 -2 +1 1125 1000 2 Mid 90%
2H 44 All 12 8 30 -20 KD 2000 1000 3 Large 100%
j.P 24 High 5 3 9 375 1000 0 Small 80%
j.K 30 High 10 7 25 750 1000 1 Small 80%
j.S 24×2 High 7 3(3)3 17 525×2 1000 2 Mid 80%, 100%
j.H 42 High 11 3 19 1125 1000 2 Mid 80%
j.D 44 High 22 Until L 15 1125 1000 2 Mid 100%
6P 38 All 10 5 18 -5 2000 1000 3 Mid 1-2 Upper Body
3-14 Above Knees
90%
6K 30 All 14 3 18 -4 -1 2000 1000 3 Mid 100%
6H 50 All 28 2 30 -15 -12 2000 1000 3 Large 100%
2D 40 Low 12 6 19 -8 HKD 1500 1000 3 Large 90%
5D 40 High 20 3 26 -15 0 1125 3000 2 Mid 80%
5[D] 50 High 28 3 26 -10 KD 1875 1500 4 Mid 100%
[s/h] h/s 42 All 10 3 14 0 KD 2000 1000 3 Large 80%


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
[4]6S Graviert Wurde 20×2 All 10 31 or Until Hit*2 Total 54F -16 -13 100×2 1000 2 Very Small 80%
[4]6H Graviert Wurde 16×4 All 23 Until Hit*4 Total 73F +11 +14 100×4 1000 2 Very Small 80%
[2]8S Eisen Sturm 28,25 All 9 3,12 33 -28 700, 1000 1000 2,3 Large 1-9 Strike 80%
[2]8H Eisen Sturm 28,25,28 All 10 3,12(10)5 42 -52 500, 600, 800 1000 2,3,4 Large 1-10 Strike 80%
236S Kaltes Gestöber Erst 37 All 12 3 20 -6 2000 1000 3 Mid 100%
236H Kaltes Gestöber Zweit 41 All 23 [25] 3 22 [16] -6 [+2] 2500 1000 4 Mid 90%
214S Turbulenz 55 All 21 6 21 -8 2500 2000 4 Large 90%
bt.214K Gländzendes Dunkel 115 Ground Throw 30 3 42 2500 50%
bt.214H Blitzschlag 65 Guard Break 29 3 33 +21 2500 1000 4 Large 100%

Supers

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
632146S Stahl Wirbel 170 All 4+1 Total 27F +14 500 1000 4 Very Small 65%
632146H Leidenschaft des Dirigenten 20×4,50 All 10+1 8(15)12(13)8(10)8(44)6 43 -33 500×5 1000 4 Mid 1-18 90%

Other

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
6D or 4D Ground Throw 80 Ground Throw 2 3 38 HKD +50 2500 50%
j.6D or j.4D Air Throw 80 Air Throw 2 3 Until L+10 2500 50%
66 Dash Cancel Total 22
bt.P 30 All 7 4 12 -2 [+2] 13 1500 1000 2 Mid 1-10 Upper Body 90%
bt.K 24 Low 5 3 6 +3 [+0] +6 750 1000 1 Small 70%
bt.S 28 All 6 6 14 -3 [+5] 0 2000 1000 3 Mid 90%
bt.H 42 High 18 4 22 -6 [+5] KD 1875 2000 4 Mid 80%
bt.D Kahn Schild 74 All 3 17 Total 37F 2500 1-2 Strike/Projectile 3-19 Parry 50%
bt.22 Brynhildr Cancel - Total 11F


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Leo Whitefang 5P.pngGuard:
All
Startup:
5
Recovery:
6
Advantage:
-1
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Leo Whitefang 2P.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
- - - - - Special, Super
5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
6P 6K - 6H 5D, 2D Special, Super
6KGGST Leo Whitefang 6K.pngGuard:
All
Startup:
14
Recovery:
18
Advantage:
-4
- - - - - Special, Super
c.SGGST Leo Whitefang c.S.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
- - - 5H, 2H, 6H - Special, Super
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
- - - 5H, 2H, 6H - Special, Super
5HGGST Leo Whitefang 5H.pngGuard:
All
Startup:
15
Recovery:
22
Advantage:
-10
- - f.S, 2S - - Special, Super
2HGGST Leo Whitefang 2H.pngGuard:
All
Startup:
12
Recovery:
30
Advantage:
-20
- - f.S, 2S - - Special, Super
6HGGST Leo Whitefang 6H.pngGuard:
All
Startup:
28
Recovery:
30
Advantage:
-15
- - f.S, 2S - - Special, Super
5DGGST Leo Whitefang 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8
- - - - - -
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
bt.PGGST Leo Whitefang bt P.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-2 [+2]
- bt.K bt.S bt.H bt.D Special, Super
bt.KGGST Leo Whitefang bt K.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
+3 [+0]
bt.P - bt.S bt.H bt.D Jump, Forward Dash, Special, Super
bt.SGGST Leo Whitefang bt S.pngGuard:
All
Startup:
6
Recovery:
14
Advantage:
-3 [+5]
- - - bt.H bt.D Special, Super
bt.HGGST Leo Whitefang bt H.pngGuard:
High
Startup:
18
Recovery:
22
Advantage:
-6 [+5]
- - - - bt.D Special, Super
bt.DGGST Leo Whitefang bt D.pngGuard:
All
Startup:
3
Recovery:
Total 37F
Advantage:
-
- - - - - -
Air Gatlings
P K S H D Cancel
j.PGGST Leo Whitefang jP.pngGuard:
High
Startup:
5
Recovery:
9
Advantage:
-
j.P - - - - -
j.KGGST Leo Whitefang jK.pngGuard:
High
Startup:
10
Recovery:
25
Advantage:
-
- - - - j.D Jump, Forward Air Dash
j.SGGST Leo Whitefang jS.pngGuard:
High
Startup:
7
Recovery:
17
Advantage:
-
- - - j.H j.D Jump, Forward Air Dash
j.HGGST Leo Whitefang jH.pngGuard:
High
Startup:
11
Recovery:
19
Advantage:
-
- - - - j.D Jump, Forward Air Dash
j.DGGST Leo Whitefang jD.pngGuard:
High
Startup:
22
Recovery:
15
Advantage:
-
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Navigation

Leo Whitefang


Ambox notice.png To edit frame data, edit values in GGST/Leo Whitefang/Data.