GGST/Chipp Zanuff/Frame Data

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Chipp Zanuff


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
Chipp Zanuff 1.26 4 4 Normal 20/1~5 strike invuln/1~19 airborne Triple Jump, Wall Run 1.25
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
42 525 55 702 3 3 25/16 12 15 6

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 20 All 3 2 10 -2 +1 0 Small 80% 500 1500
5K 24 All 6 5 8 -3 0 0 Small 80% 500 1500
c.S 38 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 30 All 9 2 20 -8 -5 2 Mid 90% 1500 1000
5H 42 All 11 7 16 -4 -1 4 Large 100% 2500 1000
2P 18 All 5 2 10 -2 +1 0 Small 80% 500 1500
2K 18 Low 5 4 8 -2 +1 0 Small 70% 375 1000
2S 28 All 10 4 17 -7 -4 2 Mid 90% 1500 1000
2H 36 All 12 9 24 -14 KD 4 Large 100% 2500 1000
j.P 16 High 5 4 8 0 Small 80% 375 1000
j.K 16×2 High 6 2(3)2 8 1 Small 80% 375×2 1000
j.S 32 High 9 4 18 2 Mid 80% 1125 1000
j.H 22×2 High 9 3×4 17 2 Mid 80% 525×2 1000
j.D 44 High 8 4 22 2 Mid 80% 1125 1000
6P 26 All 9 5 25 -16 -13 3 Mid 1~2F Upper Body
3~13F Above Knee
90% 1500 1000
6K 35 High 20 5 9 -2 +1 1 Small 80% 750 1000
6H 50 All 17 6 18 -5 -2 4 Large 100% 2500 1000
j.2K 14 x n High 16 1 Very Small 80% 150 x n 1000
2D 30 Low 10 2 19 -7 HKD 2 Large 90% 1125 1000
5D 40 High 20 5 24 -15 0 2 Mid 80% 1125 3000
5[D] 50 High 28 5 24 -10 KD 4 Mid 100% 1875 1500


Special Moves

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
236P Alpha Blade (Horizontal) 38 All 29 3 19 -4 KD 1 Very Small 80% 500 1000
j.236P Air Alpha Blade (Horizontal) 38 All 29 3 33 KD 1 Very Small 80% 500 1000
236K Alpha Blade (Diagonal) 36 All 27 3 17 -2 KD 1 Very Small 80% 500 2000
j.236K Air Alpha Blade (Diagonal) 35 All 32~47 3 21 -6 KD 1 Very Small 80% 500 2000
623S Beta Blade 30, 26 All 9 20 23 -27 KD 2 Large 1~10 Strike 60% 700×2 1000
j.623S Air Beta Blade 30, 26 All 9 20 Until L+8 KD 2 Large 1~10 Strike 60% 700×2 1000
236H Gamma Blade 30 All 25 7 Total 42 +9 +12 2 Very Small 80% 500 2000
236S Resshou 28 All 13 5 16 -4 -1 3 Mid 100% 2000 1000
236S 236S Rokusai 35 Low 8 2 21 -6 -3 3 Mid 90% 1500 1000
236S 236K Senshuu 40 High 20 6 20 -9 HKD 3 Large 80% 1500 1000
63214S Genrouzan 20,20,67 Throw 27 11 15 N/A HKD 50% 2500
j.214P Shuriken 10 All 22 Until Hit Total ?? 0 Very Small 80% 500 1000

Supers

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
236236P Banki Messai 15×5, 9×3, 30 All 6+1 -20 HKD Very Small 100% 400×4 1000×4
632146H Zansei Rouga 10×4, 135 All 20+1 HKD (+23) Very Small 6~22 Full 100% 600×4 1000
j.632146H Air Zansei Rouga 10×4, 135 All 13+1 HKD (+23) Very Small 4~15 Full 100% 600×4 1000

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 20×2, 30 Ground Throw 2 3 38 HKD +50 50% 2500
Air Throw 70 Air Throw 2 3 Until L+10 HKD 50% 2500
Dash Cancel Total 24
Wall Run
Escape
Wall Run P 31 9 3 31
Wall Run K 28 6 5 15
Wall Run S 45 6 2 18
Wall Run SS 36 7 2 23
Wall Run H 50 10 7 21
Wall Run 6H 72 17 6 21


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Chipp Zanuff 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
5P,2P, 6P 6K - 6H - Special, Super
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
- - - - - Special, Super
5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
6P 5K, 2K, 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
6P 6K - 6H 5D, 2D Special, Super
6KGGST Chipp Zanuff 6K.pngGuard:
High
Startup:
20
Recovery:
9
Advantage:
-2
- - - - - Special, Super
c.SGGST Chipp Zanuff cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
- - - 5H, 2H - Special, Super
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
- - - 5H, 2H[+] - Special, Super
5HGGST Chipp Zanuff 5H.pngGuard:
All
Startup:
11
Recovery:
16
Advantage:
-4
- - - - - Special, Super
2HGGST Chipp Zanuff 2H.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
- - - - - Special, Super
6HGGST Chipp Zanuff 6H.pngGuard:
All
Startup:
17
Recovery:
18
Advantage:
-5
- - - - - Special, Super
5DGGST Chipp Zanuff 5D.pngGuard:
High
Startup:
20
Recovery:
24
Advantage:
-15
- - - - - -
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
- - - - - Special, Super


Wall Run Gatlings
P K S H D Cancel
w.PGGST Chipp Zanuff wP.pngGuard:
-
Startup:
9
Recovery:
31
Advantage:
-
- - - - - Wall Run, Escape
w.KGGST Chipp Zanuff wK.pngGuard:
-
Startup:
6
Recovery:
15
Advantage:
-
w.P w.K - w.H, w.6H - Wall Run, Escape
w.SGGST Chipp Zanuff wcS.pngGuard:
-
Startup:
6
Recovery:
18
Advantage:
-
w.P - w.SS w.H, w.6H - Wall Run, Escape
w.SSGGST Chipp Zanuff wfS.pngGuard:
-
Startup:
7
Recovery:
23
Advantage:
-
- - - w.H - Wall Run, Escape
w.HGGST Chipp Zanuff w5H.pngGuard:
-
Startup:
10
Recovery:
21
Advantage:
-
- - - - - Wall Run, Escape
w.6HGGST Chipp Zanuff w6H.pngGuard:
-
Startup:
17
Recovery:
21
Advantage:
-
- - - - - Wall Run, Escape


Air Gatlings
P K S H D Cancel
j.PGGST Chipp Zanuff j.P.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
j.P j.2K - - - Special, Super
j.KGGST Chipp Zanuff j.K.pngGuard:
High
Startup:
6
Recovery:
8
Advantage:
-
- j.2K - - j.D Dash, Air Forward Dash, Special, Super
j.2KGGST Chipp Zanuff j.2K.pngGuard:
High
Startup:
16
Recovery:
-
Advantage:
-
- - - - - -
j.SGGST Chipp Zanuff j.S.pngGuard:
High
Startup:
9
Recovery:
18
Advantage:
-
- - - j.H j.D Dash, Forward Air Dash, Special, Super
j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-
- - - - j.D Dash, Forward Air Dash, Special, Super
j.DGGST Chipp Zanuff j.D.pngGuard:
High
Startup:
8
Recovery:
22
Advantage:
-
- - - - - Dash, Forward Air Dash, Special, Super
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Chipp Zanuff


Ambox notice.png To edit frame data, edit values in GGST/Chipp Zanuff/Data.