GGACR/Ky Kiske/Frame Data

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 Ky Kiske


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 Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the 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 can the attacker move compared to the defender. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.03 2 1.0 1/5F 1.0 60 21F 23F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.75 2.85 8.96 0.37 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 20.0 1.1 38F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 25.0 1.1 47F 8.0 8.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 7F 20F 18.0 6F 12F 14.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
220 43 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
5P Mid 1 CSJR 1.44 5 4 6 0 8 3 8 9 10 10 11
5K Low 1 SJR 1.44 5 8 7 -5 12 3 8 80% 9 10 10 11
c.S Mid 4 SJR 3.84 7 2 18 -3 28 14 6 16 17 16 14
f.S Mid 3 SR 2.64 10 6 19 -11 28 10 7 13 14 14 13
5H Mid 5 SR 3.84 10 6 12 +1 42 20 6 18 19 18 15
5D High 3 R 2.64 25 4 22 -12 15 8 20 13 Launch 48 14 13
6P Mid 3 SR 2.64 9 5 15 -6 30 10 7 90% 1~6F Upper Body
7~13F Above Knees
13 14 14 13
6K Mid 4 SR 3.84 17 2 11 +4 36 14 6 16 17 25 14
6H Mid 5 SJR 3.84 20 4 17 +2 43 20 12 22 Stagger 50 45 + WBounce 15
3H Mid 5 SJR 3.84×2 23 8,1 3 +15 36×2 10×2 8×2 18 Crouch 20 18 15
2P Mid 1 CSR 1.44 4 4 5 +1 8 3 8 80% 9 10 10 11
2K Low 1 SR 1.44 5 4 6 0 14 3 8 70% 9 10 10 11
2S Low 3 SR 2.64 9 2 13 -1 25 8 7 13 14 14 13
2H Mid 4 SJR 3.84 12 4 20 -7 40 14 10 16 17 19 14
2D Low 3 SJR 2.64 7 12 12 -10 30 8 7 85% 13 Down 14 13
j.P High/Air 1 CSJR 1.44 6 6 6 12 3 8 9 10 10 11
j.K High/Air 1 SR 1.44 7 8 8 16 3 9 9 10 10 11
j.S High/Air 3 SJR 2.64 7 3 21 28 8 8 13 14 14 13
j.H High/Air 3 SR 2.64 13 4 23 38 8 7 13 14 14 13
j.D All 3 2.64 38 13 Total 20+11 after landing 40 0 11 13 Launch 28 13

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 43 pixels RF 4.00 60 6, 8 Forced 50% Down 59~60F
Air Throw 88 pixels 4.00 60 6 Forced 50% 60 + WBounce N/A
Dead Angle Attack Mid 3 R 0.52 12 3 24 -13 25 10 7 50% 1~14F All
15~32F Throw
13 Launch 28 + WBounce 14 + WBounce 13 N/A

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236S S Stun Edge All 3 F 2.75/4.80 10 Total 41 -5 40 0 7 13 14 18 13 22~23F
236H H Stun Edge All 4 F 2.75/4.80 13 Total 52 -9 40 0 6 16 17 20 14 25~26F
j.236S Air S Stun Edge All 3 F 1.50/2.40 15 Total 59+14 after landing 33 0 7 13 14 18 13 16~18F
j.236H Air H Stun Edge All 4 F 1.50/2.40 13 Total 56+14 after landing 33 0 6 16 17 16 14 14~16F
236D Charged Stun Edge All 4 F 2.50/2.40×3 43 49 Total 68 +18 20×3 0 6×3 16 17 20 7 31~32F
j.236D Air Charged Stun Edge All 5 F 1.50/2.40×3 31 Total 63+14 after landing 20×3 0 6×3 18 19 25 7 21~22F
623S S Vapor Thrust Mid 3 R 2.50/4.80 9 3 32+13 after landing -34 32 10 7 80% 1~8F All 13 Launch 50 13 N/A
623H H Vapor Thrust Mid 3 R 2.50/4.80 11 4 30+13 after landing -33 36 10 10 80% 1~10F All
11~15F Strike
13 Launch 45 13 N/A
j.623S/H Air Vapor Thrust All 3 R 2.00/4.80 11 3 Until landing+13 32 10 7 1~10F Strike 13 Launch 45 13 N/A
623H > S S Lightning Javelin All 5 RF 1.00/2.40 17 5 Until landing+6 16 15 6 18 19 62 + WStick 32 15 24~26F
623H > H H Lightning Javelin All 5 RF 1.00/2.40 17 6 Until landing+12 16 15 12 18 19 65 + WBounce 15 27~29F
236K Stun Dipper Low, Mid 4, 3 RF 2.00/4.80, 7.20 8 14(7)3 26 -15 12, 32 11, 10 6, 7 5~21F Low Profile 16, 13 17, Down 16, 40 14, 13 24~26F
214K Greed Sever High/Air 4 R 2.00/6.00 18 15 5+11 after landing -14 30 11 18 85% 4~37F Feet 16 Launch 30 + GBounce 14 N/A
222H Lightning Strike 3 F 2.00/- 14 1 53 30 20 13 Launch 50 0 14~16F

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236D > 4D Lightning Sphere Mid 5 -/0.24×3 6 34 4 +8 24×3 0 6×3 18 19 25 7
236D > 4D > 46D Charge Drive All 5 R 7+13 15 35 -31 130 20 6 Forced 70% 18 Launch 80 + WStick 60 15
214D FB Greed Sever High/Air 4 R 22 4 17 -4 70 11 6 80% 1~4F Strike
5~25F Lower Body
18 Down 44 14
j.214D Stun Raising Mid 3 -/0.24×2 45 161 Total 22 18×2 0 7×2 13 22 40 6

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
632146H Ride the Lightning Mid 3 RF 10+1 42 20 -24 36×5 10×5 5×5 1~14F All
15~19F Throw
13 Launch 36 6 53~56F
j.632146H Air Ride the Lightning All 3 RF 7+1 42 Until landing+3 36×5 10×5 5×5 1~14F All
15~19F Throw
13 Launch 45 6 50~53F
236236P Sacred Edge All 5 F 5+3 Total 36 +13 27×5 3×5 6×5 18 19 30 0 13~14F

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Rising Force All 5 9+8 3 45 -29 Fatal 20 18 18

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Ky 5P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
2PGGAC Ky 2P.pngGuardMidStartup4Recovery5Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Special, Super
6PGGAC Ky 6P.pngGuardMidStartup9Recovery15Advantage-6 - 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Special, Super
5KGGAC Ky 5K.pngGuardLowStartup5Recovery7Advantage-5 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
2KGGAC Ky 2K.pngGuardLowStartup5Recovery6Advantage0 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Special, Super
6KGGAC Ky 6K.pngGuardMidStartup17Recovery11Advantage+4 - - - - - Special, Super
c.SGGAC Ky cS.pngGuardMidStartup7Recovery18Advantage-3 6P 6K f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
f.SGGAC Ky fS.pngGuardMidStartup10Recovery19Advantage-11 - 6K 2S 3H 5D, 2D Special, Super
2SGGAC Ky 2S.pngGuardLowStartup9Recovery13Advantage-1 - 6K - 5H, 2H, 3H 5D, 2D Special, Super
5HGGAC Ky 5H.pngGuardMidStartup10Recovery12Advantage+1 - 6K - - 5D, 2D Special, Super
2HGGAC Ky 2H.pngGuardMidStartup12Recovery20Advantage-7 - - - - 5D, 2D Jump, Special, Super
6HGGAC Ky 6H.pngGuardMidStartup20Recovery17Advantage+2 - 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
3HGGAC Ky 3H.pngGuardMidStartup23Recovery3Advantage+15 - - - - - Jump, Special, Super
5DGGAC Ky 5D.pngGuardHighStartup25Recovery22Advantage-12 - - - - - Homing Jump
2DGGAC Ky 2D.pngGuardLowStartup7Recovery12Advantage-10 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Ky jP.pngGuardHigh/AirStartup6Recovery6Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC Ky jK.pngGuardHigh/AirStartup7Recovery8Advantage- j.P - j.S j.H j.D Special, Super
j.SGGAC Ky jS.pngGuardHigh/AirStartup7Recovery21Advantage- j.P - - j.H - Jump, Special, Super
j.HGGAC Ky jH.pngGuardHigh/AirStartup13Recovery23Advantage- - - - - - Special, Super
j.DGGAC Ky jD.pngGuardAllStartup38RecoveryTotal 20+11 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Ky Kiske/Data.
Systems Pages