GGST/Axl Low/Frame Data: Difference between revisions

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==Glossary==
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
[[Using_Frame_Data|How do I read frame data?]]
{{Template:FullFrameDataGlossary-GGACR}}
{{Template:FrameDataGlossary-GGST}}
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==System Data==
==System Data==
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters

Revision as of 18:00, 17 January 2022



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.
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.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
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.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
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  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
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 move. 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.
On-Block 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.

On-Hit 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.

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 Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain 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.
R.I.S.C. Loss 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.
Input Tension 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.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
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

Error: No field named "weight" found for any of the specified database tables.

Normal Moves

  • Data in [] refers to max range
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 40 [52] All 7 6 19 -11 [-3] -8 1500 1500 2 [3] Small 80%
5K 30 All 6 3 11 -2 +1 1000 1000 1 Small 90%
c.S 40 All 8 6 12 -1 +2 2000 1000 3 Mid 100%
f.S 34 All 10 3 19 -8 -5 1500 1000 2 Mid 90%
5H 48 All 16 4 19 -4 -1 1500 1000 4 Large 90%
2P 30 [39] Low 10 4 14 -6 -3 750 1500 1 [2] Small 80%
2K 26 Low 5 5 11 -4 -1 750 1000 1 Small 3-12F Low Profile 70%
2S 35 [45] All 9 10 23 -16 -13 2000 1000 3 [4] Mid 90%
2H 45 [58] Low 11 9 26 -18 [-8] -15 1500 1000 3 [4] Large 90%
j.P 32 [41] High 9 4 23 750 1000 1 [2] Small 80%
j.K 28 High 8 3 16 750 1000 1 Small 80%
j.S 32 [41] High 14 4 18 1500 1000 2 [3] Mid 80%
j.H 40 [52] High 12 6 25 +3 (IAD) +6 (IAD) 1125 1000 2 [3] Mid 80%
j.D 44 High 10 3 22 +4 (IAD) +7 (IAD) 1500 1000 3 Mid 80%
6P 30 All 12 5 22 -13 +2 1500 1000 2 Mid 1-3 Upper Body
4-16 Above Knees
90%
6K 40 [52] All 11 5 25 -13 -10 1500 1000 3 [4] Mid 90%
6H 54 High 27 9 13 -3 0 1875 1000 4 Large 80%
2D 34 Low 10 6 17 -9 HKD +52 1125 1000 2 Large 90%
5D 45 High 20 6 23 -15 0 1125 3000 [1000] 2 Mid 80%
5[D] 56 High 28 6 23 -10 KD +36 1875 1500 [1000] 4 Mid 100%

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 Sickle Flash 15×3 All 24 15 29 -19~-9 KD +16~+26 200 1000 3 Very Small 80%
[4]6S 8 Soaring Chain Strike 30 All 8 16 34 -11 HKD +46 500 1000 3 Mid 80%
[4]6S 2 Spinning Chain Strike 15×5 Low 7 36 [79] 19 -6 HKD +56 225×5 1000 2 Mid 90%
[4]6S S Winter Cherry 40 [60] All 18 [22] 15 [25] 24 -3 [+10] KD +55 [KD +69] 500 1000 3 [4] Very Small 80%
41236H Winter Mantis 61 [62] Ground Throw 28 20 34 HKD +54 (HKD +71) 2500 50%
214S Rainwater 40 All 24 3 21 +3 KD +42 2500 2000 3 Mid 90%
214H Snail 45 All 14 12 29 -24 KD +28 2000 1000 3 Mid 90%
j.214H Air Snail 45 All 14 9 Until L+10 -19 KD +27 (IAS) 2000 1000 3 Mid 90%
j.236H Axl Bomber 80 All 9 4 Until L+7 -22 HKD +66 (IAS) 2500 1000 4 Large 90%
214K Whistling Wind 10x3 All 17 4,4,4 [22 Total on whiff] Total 52 -4 -1 100×3 1000 2×3 Very Small 80%
214[K] Whistling Wind (Charged) 10x6 All 41 5×6 [119 Total on whiff] Total 76 +14 +17 100×6 1000 2×6 Very Small 80%

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
236236H Sickle Storm 45×2, 18×3 All 11+1 4, 4(24)13 26 -2 HKD +58 800×2, 200 1000 4 Mid 1-15F Full 100%
632146P One Vision 5 295 30
632146P Attack One Vision 0 All 8+1+0 1 11 0 +140 0 1000 1 8-9F Full 100%
j.632146P Attack One Vision 0 All 8+1+0 1 11 0 +140 0 1000 1 8-9F Full 100%

Other

name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
Ground Throw 80 Ground Throw 2 3 38 HKD +41 2500 50%
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +48 (IAD) 2500 50%
Wild Assault 30 All 16~28 3 20 -4 -1 2500 4000 4 Mid 90%
Charged Wild Assault 50 All 29 3 20 -4 HKD +64 2500 3000 4 Mid 100%
Dash Cancel Total 26

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] 6P 6K - 6H - Sp
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 6P 6K - 6H - Sp
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13 - - - - - Sp
5KGGST Axl Low 5K.pngGuardAllStartup6Recovery11Advantage-2 6P 6K - 6H 5D, 2D Jump, Sp
2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4 6P 6K - 6H 5D, 2D Sp
6KGGST Axl Low 6K.pngGuardAllStartup11Recovery25Advantage-13 - - - - - Sp
c.SGGST Axl Low c.S.pngGuardAllStartup8Recovery12Advantage-1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 - - - 5H, 2H - Sp
2SGGST Axl Low 2S.pngGuardAllStartup9Recovery23Advantage-16 - - - 5H, 2H - Sp
5HGGST Axl Low 5H.pngGuardAllStartup16Recovery19Advantage-4 - - - - - Sp
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] - - - - - Sp
6HGGST Axl Low 6H.pngGuardHighStartup27Recovery13Advantage-3 - - - - - -
5DGGST Axl Low 5D.pngGuardHighStartup20Recovery23Advantage-15 - - - - - -
2DGGST Axl Low 2D.pngGuardLowStartup10Recovery17Advantage-9 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGST Axl Low j.P.pngGuardHighStartup9Recovery23Advantage- - - - - - Sp
j.KGGST Axl Low j.K.pngGuardHighStartup8Recovery16Advantage- - - - - j.D Jump, Dash, Sp
j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- - - - j.H j.D Jump, Dash, Sp
j.HGGST Axl Low j.H.pngGuardHighStartup12Recovery25Advantage+3 (IAD) - - - - j.D Jump, Dash, Sp
j.DGGST Axl Low j.D.pngGuardHighStartup10Recovery22Advantage+4 (IAD) - - - - - Jump, Dash, Sp
X = X is available on hit or block
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGST/Axl Low/Data.