GGST/Sin Kiske/Frame Data

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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
Sin Kiske 14 2 4 Normal 28/1~5 strike invuln/1~22 throw invuln/1~22 airborneSin is considered airborne if he is hit during backdash and grounded otherwise Gazelle Step 32.0 10
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
42 409.5 49 567.6 3 3 25/19 12 18 6 3 5

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 6 3 7 0 +3 0 Small 80% 500 1500
5K 29 All 7 3 12 -3 0 1 Small 90% 1000 1000
c.S 41 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 34 All 13 3 19 -8 -5 2 Mid 90% 1500 1000
5H 25, 25 All 16 3(12)3 18 -4 -1 3 Large 90% 1000×2 1000
5D 45 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 56 High 28 4 25 -10 KD +36 4 Mid 100% 1875 1500 [1000]
2P 21 All 5 3 9 -2 +1 0 Small 80% 500 1500
2K 25 Low 6 3 11 -2 +1 1 Small 70% 750 1000
2S 32 All 12 6 13 -5 -2 2 Mid 90% 1500 1000
2H 15, 25 Low, All 14 3(12)6 27 -16 KD +25 3 Large 90% 750, 1000 1000
2D 33 Low 10 6 15 -7 HKD +53 2 Large 90% 1125 1000
6P 34 All 11 6 20 -12 -9 2 Mid 1~3F Upper Body
4~16F Above Knee
90% 1500 1000
6K 36 Low 21 4 10 +3 KD +39 3 Mid 90% 1500 1000
6H 48 All 15 4 17 -4 KD +30 3 Large 90% 2000 1000
j.P 19 High 6 3 9 0 Small 80% 375 1000
j.K 26 High 7 3 15 -1 (IAD) +2 (IAD) 1 Small 80% 750 1000
j.S 33 High 9 4 21 +1 (IAD) +4 (IAD) 2 Mid 80% 1125 1000
j.H 44 High 11 4 26 +3 (IAD) +6 (IAD) 2 Mid 80% 1125 1000
j.D 41 High 28 Until Landing 16 -3 at best 0 at best 2 Mid 80% 1125 1000

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
236H Beak Driver 35 All 16 6 22 -14 -11 2 Mid 90% 1500 1000
236H~H Beak Driver Follow-Up 47 All 13 11 9 -3 KD +29 3 Mid 90% 2000 1000
623S Hawk Baker 20, 30 All 9 6(23)4 36 -26 KD +3 [-22] 2 Large, Very Small 1-11 Strike 60% 700×2 1000
623S~S Hawk Baker Follow-Up 43 All 12 3 33 -19 KD +28 3 Mid 1-14 Strike 60% 2000 2000
214S Hoof Stomp 17, 17 High 21 3, 3 22 -11 -8 2 Mid 6-23 Foot 80% 525×2 1000
214S~S Hoof Stomp Follow-Up 41 All 13 3 22 -8 KD +23 3 Mid 90% 2000 1000
236K Elk Hunt 33 Low 24 7 15 -8 -5 2 Mid 10-30 Low Profile 90% 1125 1000
236K~K Elk Hunt Follow-Up 41 All (Guard Crush) 13 3 20 +8 KD +33 3 Mid 90% 2000 1000
66 after special move Gazelle Step - Total 24
63214P Still Growing - Total 49

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 R.T.L 30×2, 60 All 11+5 12 25+32 After Landing -55 HKD +20 2 Mid 1~18 All 100% 500×3 1000
632146HH R.T.L Follow-up 10~100 All 12 8 39+15 After Landing -43 HKD +20 4 Very Small 100% 2500 0
236236P Tyrant Barrel 50 All 9+1 3 38 -22 HKD +53 4 Mid None 100% 2500 1000
236236P~]P[ Tyrant Barrel Follow-up 50→70→90→120 All (Guard Crush) 3 3 39 -12 HKD +19 [CL HKD +56] (OTG -6) 4 Mid None 100% 2500 0

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 2 3 38 HKD +53 none 50% 2500
Air Throw 80 2 3 38 or Until Landing + 10 HKD +54 (IAD) none 50% 2500
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Sin Kiske 5P.pngGuard:
All
Startup:
6
Recovery:
7
Advantage:
0
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Sin Kiske 2P.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Sin Kiske 6P.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-12
- - - - - Special, Super
5KGGST Sin Kiske 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
6P 6K - 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Sin Kiske 2K.pngGuard:
Low
Startup:
6
Recovery:
11
Advantage:
-2
6P 6K - 6H 5D, 2D Special, Super
c.SGGST Sin 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 Sin Kiske fS.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-8
- - - 5H, 2H - Special, Super
2SGGST Sin Kiske 2S.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
- - - 5H, 2H - Special, Super
5HGGST Sin Kiske 5H 2.pngGuard:
All
Startup:
16
Recovery:
18
Advantage:
-4
- - - - - Special, Super
2HGGST Sin Kiske 2H 2.pngGuard:
Low, All
Startup:
14
Recovery:
27
Advantage:
-16
- - - - - Special, Super
6HGGST Sin Kiske 6H.pngGuard:
All
Startup:
15
Recovery:
17
Advantage:
-4
- - - - - Special, Super
5DGGST Sin Kiske 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Sin Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
15
Advantage:
-7
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Sin Kiske jP.pngGuard:
High
Startup:
6
Recovery:
9
Advantage:
j.P - - - - Special, Super
j.KGGST Sin Kiske jK.pngGuard:
High
Startup:
7
Recovery:
15
Advantage:
-1 (IAD)
- - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Sin Kiske jS.pngGuard:
High
Startup:
9
Recovery:
21
Advantage:
+1 (IAD)
- - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Sin Kiske jH.pngGuard:
High
Startup:
11
Recovery:
26
Advantage:
+3 (IAD)
- - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Sin Kiske jD.pngGuard:
High
Startup:
28
Recovery:
16
Advantage:
-3 at best
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Still Growing

Still Growing has five different effects, each with five levels of effectiveness (and three with five different amounts of time that they are in affect). Each level has a corresponding chance depending on how strong they are:

  • Level 1: 33.3% chance (5/15)
  • Level 2: 26.7% chance (4/15)
  • Level 3: 20.0% chance (3/15)
  • Level 4: 13.3% chance (2/15)
  • Level 5: 6.7% chance (1/15)

Level is determined first, and then the effect is chosen:

  • Ice Cream increases Tension by a flat 3%/6%/9%/12%/15%.
  • Lizard increases Health by 5/10/15/20/25.
  • Meat increases Sin's damage dealt by 2%/4%/6%/8%/10% and chooses the duration with an additional roll, with those values being 2, 3, 4, 5, or 6 seconds.
  • Lobster decreases Sin's damage taken by 2%/4%/6%/8%/10% and chooses the duration with an additional roll, with those values being 2, 3, 4, 5, or 6 seconds.

Fish was left off this list because it increases multiple values:

  • Walk Speed (forward): 8%/16%/24%/32%/40%
  • Walk Speed (backward): 5%/10%/15%/20%/25%
  • Dash Speed (initial): 3.5%/7%/10.5%/14%/17.5%
  • Dash Speed (acceleration): 3.5%/7%/10.5%/14%/17.5%

Like Meat and Lobster, these aren't permanent buffs and their duration is chosen with an additional roll, with those values being 2, 3, 4, 5, or 6 seconds. Why is this so complicated? Why is there no visual indicator? Daisuke's vision.


Gazelle Step Frame Advantage

Special Cancel into Gazelle Step
Cancel On Block On Hit On CH
236KGGST Sin Kiske 236K 2.pngGuard:
Low
Startup:
24
Recovery:
15
Advantage:
-8
-11 -8 +5
236K~KGGST Sin Kiske 236KK.pngGuard:
All (Guard Crush)
Startup:
13
Recovery:
20
Advantage:
+8
+6 - -
214SGGST Sin Kiske 214S 2.pngGuard:
High
Startup:
21
Recovery:
22
Advantage:
-11
-11 -8 +3
214S~SGGST Sin Kiske 214SS.pngGuard:
All
Startup:
13
Recovery:
22
Advantage:
-8
-8 - -
623SGGST Sin Kiske 623S 2.pngGuard:
All
Startup:
9
Recovery:
36
Advantage:
-26
-11 - -
623S~SGGST Sin Kiske 623SS.pngGuard:
All
Startup:
12
Recovery:
33
Advantage:
-19
-8 - -
236HGGST Sin Kiske 236H.pngGuard:
All
Startup:
16
Recovery:
22
Advantage:
-14
-11 -8 +5
236H~HGGST Sin Kiske 236HH.pngGuard:
All
Startup:
13
Recovery:
9
Advantage:
-3
-8 - -

Navigation

To edit frame data, edit values in GGST/Sin Kiske/Data.
Systems Pages