Tooltip Tests
TestTest Test
Framechart test
Script error: No such module "GGST-FrameChartRow".
Interactions Test
Wins || Loses
c.S Values
Character | Input | Name | Damage | Startup | RISC |
---|---|---|---|---|---|
Character | Input | Name | Damage | Startup | RISC |
A.B.A | 623H | Judgment and Sentiment | 30, 70 | 17 | 2000 |
A.B.A | JR 5P | 23 | 5 | 1500 | |
A.B.A | JR 236K | JR Intertwine and Tilt | 40 | 18 | 2000 |
A.B.A | 5P | 20 | 5 | 1500 | |
A.B.A | JR 2P | 21 | 4 | 1500 | |
A.B.A | 2P | 19 | 4 | 1500 | |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | JR 5D | Dust Attack | 45 | 20 | 3000 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | JR 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | j.6D or j.4D | Air Throw | 80 | 2 | 2500 |
A.B.A | 236D | Wild Assault | 30 | 20~31 | 3000 |
A.B.A | 236D | Wild Assault | 30 | 20~31 | 3000 |
A.B.A | 236D | Wild Assault | 30 | 20~31 | 3000 |
A.B.A | 236D | Wild Assault | 30 | 20~31 | 3000 |
A.B.A | 236D | Wild Assault | 30 | 20~31 | 3000 |
A.B.A | 236D | Wild Assault | 30 | 20~31 | 3000 |
A.B.A | 236[D] | Charged Wild Assault | 50 | 32 | 2000 |
A.B.A | 236[D] | Charged Wild Assault | 50 | 32 | 2000 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | 214H | Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | JR 214H | JR Bonding and Dissolving | 10,20,30 | 12 | 2500 |
A.B.A | JR 214H | JR Bonding and Dissolving | 10,20,30 | 12 | 2500 |
Anji Mito | 2P | 22 | 5 | 1500 | |
Anji Mito | 236H S | Nagiha | 36 | 15 (28 with early cancel) | 2000 |
Anji Mito | 5P | 26 | 6 | 1500 | |
Anji Mito | 236[D] | Charged Wild Assault | 50 | 29 | 3000 |
Anji Mito | 236H H | Rin | 45 | 21 (34 with early cancel) | 2000 |
Anji Mito | 236D | Wild Assault | 30 | 16~28 | 4000 |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5D | Dust Attack | 45 | 20 | 3000 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 5[D] | Charged Dust Attack | 56 | 28 | 1500 [1000] |
Anji Mito | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
Anji Mito | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
Anji Mito | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
Anji Mito | 6D or 4D | Ground Throw | 80 | 2 | 2500 |
Defense Values
Note: The following characters can experience an increase or decrease in damage taken during a match:
- Nagoriyuki takes 11% more damage while in Blood Gauge Level 2, and 25% more while in Blood Gauge Level 3 or Blood Rage.
- Giovanna takes 5% less damage while her Tension Gauge is at 50% or above, and 10% less while her Tension Gauge is at 100%.
- Sin randomly takes 2%, 4%, 6%, 8% or 10% less damage for 2, 3, 4, 5 or 6 seconds after eating lobster.
- Bedman? takes 10% less damage while call 13CError: Table MoveData_Emo Tarquin not found.is active.
- Asuka takes double damage while his Mana Gauge is empty or recovering from empty.
Walk and Dash Values
Character | Prejump | Jump Duration | High Jump Duration | Jump Height | High Jump Height |
---|---|---|---|---|---|
Character | Prejump | Jump Duration | High Jump Duration | Jump Height | High Jump Height |
Bedman | 5 | 38 | 40 | ||
A.B.A | 4 | 38 | 46 | 340.1 | 479.0 |
A.B.A (Jealous Rage) | 4 | 32 | 37 | 308.0 | 486.0 |
Anji Mito | 4 | 42 | 49 | 462.0 | 567.6 |
Asuka R | 4 | 37 | 47 | ||
Asuka R (No Mana) | 4 | 37 | 47 | ||
Axl Low | 4 | 42 | 49 | 409.5 | 567.6 |
Baiken | 4 | 44 | 48 | 441.1 | 524.4 |
Bridget | 4 | 41 | 46 | 389.0 | 485.3 |
Chipp Zanuff | 4 | 42 | 55 | 525.0 | 702.0 |
Elphelt Valentine | 4 | 38 | 48 | 340.1 | 524.4 |
Faust | 4 | 42 | 57 | 409.5 | 751.8 |
Giovanna | 4 | 38 | 49 | 340.1 | 567.6 |
Goldlewis Dickinson | 5 | 31 | 38 | 273.0 | 419.9 |
Happy Chaos | 4 | 42 | 49 | 409.5 | 567.6 |
I-No | 4 | 38 | 49 | 340.1 | 567.6 |
Jack-O | 4 | 42 | 48 | 420.0 | 522.5 |
Johnny | 4 | 43 | 56 | ||
Ky Kiske | 4 | 38 | 48 | 340.1 | 524.4 |
Leo Whitefang | 4 | 38 | 53 | 340.1 | 656.5 |
May | 4 | 37 | 57 | 486.0 | 751.8 |
Millia Rage | 4 | 37 | 55 | 453.6 | 702.0 |
Nagoriyuki | 5 | 41 | 38 | 389.0 | 437.0 |
Potemkin | 5 | 42 | 55 | 340.1 | 567.6 |
Ramlethal Valentine | 4 | 38 | 48 | 404.7 | 656.5 |
Sin Kiske | 4 | 42 | 49 | 409.5 | 567.6 |
Sol Badguy | 4 | 38 | 48 | 340.1 | 524.4 |
Testament | 4 | 43 | 55 | 409.5 | 663.6 |
Zato-1 | 4 | 38 | 57 | 404.7 | 751.8 |
Character | Prejump | Jump Duration | High Jump Duration | Jump Height | High Jump Height | Jump Gravity | High Jump Gravity |
---|---|---|---|---|---|---|---|
Character | Prejump | Jump Duration | High Jump Duration | Jump Height | High Jump Height | Jump Gravity | High Jump Gravity |
Bedman | 5 | 38 | 40 | 1.9 | 2.3 | ||
A.B.A | 4 | 38 | 46 | 340.1 | 479.0 | 1.9 | 1.9 |
A.B.A (Jealous Rage) | 4 | 32 | 37 | 308.0 | 486.0 | 2.5 | 3.0 |
Anji Mito | 4 | 42 | 49 | 462.0 | 567.6 | 2.1 | 1.9 |
Asuka R | 4 | 37 | 47 | 2.0 | 2.0 | ||
Asuka R (No Mana) | 4 | 37 | 47 | 2.0 | 2.0 | ||
Axl Low | 4 | 42 | 49 | 409.5 | 567.6 | 1.9 | 1.9 |
Baiken | 4 | 44 | 48 | 441.1 | 524.4 | 1.9 | 1.9 |
Bridget | 4 | 41 | 46 | 389.0 | 485.3 | 1.9 | 1.9 |
Chipp Zanuff | 4 | 42 | 55 | 525.0 | 702.0 | 2.4 | 1.9 |
Elphelt Valentine | 4 | 38 | 48 | 340.1 | 524.4 | 1.9 | 1.9 |
Faust | 4 | 42 | 57 | 409.5 | 751.8 | 1.9 | 1.9 |
Giovanna | 4 | 38 | 49 | 340.1 | 567.6 | 1.9 | 1.9 |
Goldlewis Dickinson | 5 | 31 | 38 | 273.0 | 419.9 | 2.4 | 2.4 |
Happy Chaos | 4 | 42 | 49 | 409.5 | 567.6 | 1.9 | 1.9 |
I-No | 4 | 38 | 49 | 340.1 | 567.6 | 1.9 | 1.9 |
Jack-O | 4 | 42 | 48 | 420.0 | 522.5 | 2.0 | 1.9 |
Johnny | 4 | 43 | 56 | ||||
Ky Kiske | 4 | 38 | 48 | 340.1 | 524.4 | 1.9 | 1.9 |
Leo Whitefang | 4 | 38 | 53 | 340.1 | 656.5 | 1.9 | 1.9 |
May | 4 | 37 | 57 | 486.0 | 751.8 | 3.0 | 1.9 |
Millia Rage | 4 | 37 | 55 | 453.6 | 702.0 | 2.8 | 1.9 |
Nagoriyuki | 5 | 41 | 38 | 389.0 | 437.0 | 1.9 | 2.5 |
Potemkin | 5 | 42 | 55 | 340.1 | 567.6 | 1.9 | 1.9 |
Ramlethal Valentine | 4 | 38 | 48 | 404.7 | 656.5 | 2.3 | 1.9 |
Sin Kiske | 4 | 42 | 49 | 409.5 | 567.6 | 1.9 | 1.9 |
Sol Badguy | 4 | 38 | 48 | 340.1 | 524.4 | 1.9 | 1.9 |
Testament | 4 | 43 | 55 | 409.5 | 663.6 | 1.8 | 1.8 |
Zato-1 | 4 | 38 | 57 | 404.7 | 751.8 | 2.3 | 1.9 |
Jack-O' Pick/Avoid
Jack-O' is a Technical character, dominating the battle with an assembly of Servants. | |
Pick if you like | Avoid if you dislike |
⚙ Creative problem-solving using many unique and complex interactions and move quirks. It's not about having simple answers, it's about having your answer. ⚙ Setplay focused gameplay, with a gameplan revolving around creating setplay, and the setplay itself being long, complex, and a big part of how you win. ⚙ Out-zone anyone not named Chaos with a bombardment of projectiles at bizarre trajectories, forcing opponents to fight on your terms. ⚙ A lot of room for optimisation, by learning advanced tech or refining even the smallest details in resource and servant management. |
⚙ Inconsistent behaviours, sometimes something won't work how you expect it to, and you will simply have to accept whatever cosmic alignment caused this to happen. ⚙ Playing effectively means a lot of labbing complicated tech and learning character-specific interactions across the entire roster. It's a lot of work for punching someone in a video game. ⚙ Momentum doesn't cannot be regained easily but can be lost quickly. It is easier to aim for a long-term advantage, over seeking out a sudden victory. ⚙ In exchange for consistent knockdowns and okizeme, damage is not explosive, and combos do not reward hard routes with significantly higher damage. |
System pages tests
Grounded Guard
Hold 4 or 1
Most strikes—attacks which are neither throws nor projectiles—are generally blocked in one of three ways: high
, mid
, and low
. High strikes must be guarded while standing. Low strikes must be guarded crouching. Mid strikes can be guarded in either the standing or crouching state. This blocking scheme does not apply to Airborne Guarding.
Instant Block
Any Backwards Direction Within 8 Frames of An Attack Connecting
Also known as Just Defense and IB—Instant block is an alternative type of guard which reduces the blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. the user experiences, and reduces pushback between attack and defender.
The amount that IB reduces blockstun by is dependent on whether the IB was performed while grouned or airborne, and also what level of attack IB was used against. For specific details on the frame data of IB, see this table.
Instant block has a few other benefits as well. Successuflly performing an IB rewards the player with 0.5% more Tension than standard Guard would. Instant Blocking also increases the user's Tension Pulse, which makes them gain Tension at an increased rate. Because the player character will automatically continue blocking mids so long as a blockstring remains gapless, the defending player can input Instant Block in the middle of the opponent's pressure sequence. Finally, when performed in the air, Instant Block will eliminate the user's momentum, and restore their air options.
If a player misses the timing for IB, then they will be unable to instant block for 30 frames. The other main weakpoint of Instant Block is the effect on Guard Bar. Normally, Guard Bar gain is halved during gapless blockstrings. IB can create gaps in the block string, which can cause the user's Guard Bar to fill more more quickly in practice.
One effect of IB that is contextually positive or negative is that IB reduces the pushback When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system. between the attacker and defender. This can be incredibly beneficial for the defender—allowing them to punish moves which are usually safe using a throw. It can also be a reason to not use Instant Block, because the reduced pushback can let the opponent use their shorter ranged options to continue their offense.
The defending player must intelligently choose between Instant Block, Faultless Defense, and standard Guard.
Faultless Defense
Any Backwards Direction + Any 2 Attack Buttons Except D—And Cannot Use S+H
FD is an enhanced version of blocking which costs Tension This keyword does not have an entry in the Glossary to perform. Compared to standard Guard, FD offers a number of advantages. FD increases the pushback When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system. the opponent experiences when landing a non-projectile attack. This enables the user to disrupt the opponent's pressure sequence by pushing them out of range of their attacks. Faultless Defense also allows the user to guard while airborne against most attacks which would normally be air unblockable. FD also allows the user to guard immediately after running, which cannot be done with standard Guard—this is known as FD Brake. Finally, FD prevents the defending player's Guard Bar from filling, and negates Chip Damage Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.. Furthermore, FD causes the user to drop to the ground after blocking an attack more quickly than standard guard. This allows the user to adjust their position using this mechanic. Finally, FD uses a different hurtbox than standard guard, which can be useful for shifting one's hurtbox out of harm's way while airborne.
Faultless Defense is not a strict upgrade, however. FD causes the defending player to experience additional blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.—based on the level of the attack. This means that the opponent will have more frame advantage to work with in the case that the increase pushback does not immediately end their sequence. The other drawbacks of FD are as follows:
- consumes Tension over time.
- consumes additional Tension when guarding attacks.
- reduces the user's Tension gain by 80% for 1 second.
- disables the user's Crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. protection.
As such, players should choose an appropriate time to use FD in order to preserve their meter economy and maximize the positive effects. For further reading on the specific details of how FD consumed tension, reference FD Meter Consumption.
Faultless Defense is also used to perform advanced techniques such as FD Jump, Impossible Dust, and FD Cancel.
Slashback has input input priority over Faultless Defense (FD). Therefore, pressing 4S+H will perform Slashback instead of FD.
Air Dash
44 or 66 while on in the air
Air Dashes are the near universal burst movement option while airborne. Most characters can air dash one time before returning to the ground. Other characters cannot air dash at all. For a breakdown of these rules, see the air options explanation. When a character air dashes, they travel at a speed specific to them for a time period specific to them. Each character's air dash has their own startup time. The player character is not actionable for a period of time after the air dash begins.
To air dash as soon as possible from a grounded state, players use a technique known as Instant Air Dash.
Gold Burst
Any Attack Button + D While Not In A Hurt State
Gold Burstsact as the offensive counterpart to Blue Burst. They can be used when not in the hitstun, blockstun, or untechable state required by Blue Burst.
If a Gold Burst hits the opponent character, then the user's Tension Gauge will be filled to 100%. Gold burst usually cannot be combo'ed into, but they can be used as combo starters, especially when they land as counter-hits. This is generally not optimal for most characters, however, due to the heavy Proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. Bursts apply. Compared to Blue Bursts, Gold Bursts possess more invulnerability, and are harder to punish. They will also always refund 30% of the Burst Gauge, unlike their Blue counterparts.
- GGST System Blue Burst.png
Blue Burst
Force Roman Cancel
3 Attack Buttons, Except for D, During Valid FRC Window
Known most commonly as FRC—is a variant of RC which only applies to specific moves for specific time windows.
FRCs cost half as much as a normal RC, but require the the user to press the 3 attack buttons within the move's FRC window. This window is specific to each move, and some moves may not have an FRC window at all. The wiki lists the FRC window for each move in the "stats for nerds" section for that move on a character's overview. Furthermore, the frame chart highlights the FRC windows by adding a yellow underline to frame which can be FRC'ed.
FRCs have the added benefit that they do not require the move hit the opponent. FRCs have a blue visual effect, compared to the red effect of a normal RC.