GGST/Chipp Zanuff/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 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 The amount of R.I.S.C. Level characters gain when blocking is multiplied by this R.I.S.C. Gain Modifier.
Jump Duration Jump Duration in total frames, if uncanceled.
Jump Height Jump Height in total in-game units of distance.
High Jump Duration High Jump Duration in total frames, if uncanceled.
efiad Earliest Forward Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Forward Air Dash can be performed.
ebiad Earliest Back Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Back Air Dash can be performed.
fadd Forward Air Dash Duration in frames. An /X number represents the earliest frame a Forward Air Dash can be canceled into Faultless Defense.
badd Back Air Dash Duration in frames.
fadat Forward Air Dash Attack Transition in frames. The minimum amount of frames after a Forward Air Dash that an attack can be performed.
badat Back Air Dash Attack Transition in frames. The minimum amount of frames after a Back Air Dash that an attack can be performed.
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.
RiscLoss How much the R.I.S.C. Level decreases when this attack hits.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. 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.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
Chipp Zanuff
GGST_Chipp_Zanuff_Icon.png
1.26 4 4 Normal 20/1~5 strike invuln/1~19 airborne 1.25 42 55 3 3 25/16 12 15 6

Normal Moves

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 20 All 3 2 10 -2 +1 500 1500 0 Small 80%
5K 24 All 6 5 8 -3 0 500 1500 0 Small 80%
c.S 38 All 7 6 13 -2 +1 2000 1000 3 Mid 100%
f.S 30 All 9 2 20 -8 -5 1500 1000 2 Mid 90%
5H 42 All 11 7 16 -4 -1 2500 1000 4 Large 100%
2P 18 All 5 2 10 -2 +1 500 1500 0 Small 80%
2K 18 Low 5 4 8 -2 +1 375 1000 0 Small 70%
2S 28 All 10 4 17 -7 -4 1500 1000 2 Mid 90%
2H 36 All 12 9 24 -14 KD 2500 1000 4 Large 100%
j.P 16 High 5 4 8 375 1000 0 Small 80%
j.K 16×2 High 6 2(3)2 8 375×2 1000 1 Small 80%
j.S 32 High 9 4 18 1125 1000 2 Mid 80%
j.H 22×2 High 9 3×4 17 525×2 1000 2 Mid 80%
j.D 44 High 8 4 22 1125 1000 2 Mid 80%
6P 26 All 9 5 25 -16 -13 1500 1000 3 Mid 1~2F Upper Body
3~13F Above Knee
90%
6K 35 High 20 5 9 -2 +1 750 1000 1 Small 80%
6H 50 All 17 6 18 -5 -2 2500 1000 4 Large 100%
j.2K 14 x n High 16 150 x n 1000 1 Small 80%
2D 30 Low 10 2 19 -7 HKD 1125 1000 2 Large 90%
5D 40 High 20 5 24 -15 0 1125 3000 2 Mid 80%
5[D] 50 High 28 5 24 -10 KD 1875 1500 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
236P Alpha Blade (Horizontal) 38 All 29 3 19 -4 KD 500 1000 1 Small 80%
j.236P Alpha Blade (Horizontal) 38 All 29 3 KD 500 1000 1 Small 80%
236K Alpha Blade (Diagonal) 36 All 27 3 17 -2 KD 500 2000 1 Small 80%
j.236K Alpha Blade (Diagonal) 35 All 36 3 -7 KD 500 1000 1 Small 80%
623S Beta Blade 30, 26 All 7 20 23 -27 KD 700×2 1000 2 Large 1~8 Strike 80%
j.623S Beta Blade 30, 26 All 7 20 Until L+?? KD 700×2 1000 2 Large 1~8 Strike 80%
236H Gamma Blade 30 All 25 Total 42 +6 +9 500 1000 1 Small 80%
236S Resshou 28 All 13 5 16 -4 -1 2000 1000 3 Mid 100%
236S 236S Rokusai 35 Low 8 2 21 -6 -3 1500 1000 3 Mid 90%
236S 236K Senshuu 40 High 25 6 27 -16 HKD 1500 2000 3 Large 80%
63214S Genrouzan 20,20,67 Throw 27 11 15 N/A HKD 2500 50%
j.214P Shuriken 10 All 22 Until Hit Total ?? 1000 0 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
236236K Banki Messai 15×5, 9×3, 30 All 6+1 -20 HKD 400×4 1000×4 Small 100%
632146H Zansei Rouga 10×4, 135 All 20+1 HKD 600×4 1000 Small 100%
j.632146H Zansei Rouga 10×4, 135 All 13+1 HKD 600×4 1000 Small 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 20×2, 30 Ground Throw 2 3 38 HKD 2500 50%
Air Throw 70 Air Throw 2 3 Until L+10 HKD 2500 50%
Wall Run


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGST Chipp Zanuff 5P.png
Guard:
All
Startup:
3
Recovery:
10
Advantage:
-2
5P, 2P, 6P 6K - 6H - Sp
2P
GGST Chipp Zanuff 2P.png
Guard:
All
Startup:
5
Recovery:
10
Advantage:
-2
5P,2P, 6P 6K - 6H - Sp
6P
GGST Chipp Zanuff 6P.png
Guard:
All
Startup:
9
Recovery:
25
Advantage:
-16
- - - - - Sp
5K
GGST Chipp Zanuff 5K.png
Guard:
All
Startup:
6
Recovery:
8
Advantage:
-3
6P 5K, 2K, 6K - 6H 5D, 2D Jump, Sp
2K
GGST Chipp Zanuff 2K.png
Guard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
6P 6K - 6H 5D, 2D Sp
6K
GGST Chipp Zanuff 6K.png
Guard:
High
Startup:
20
Recovery:
9
Advantage:
-2
- - - - - Sp
c.S
GGST Chipp Zanuff c.S.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-2
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S
GGST Chipp Zanuff f.S.png
Guard:
All
Startup:
9
Recovery:
20
Advantage:
-8
- - - 5H, 2H - Sp
2S
GGST Chipp Zanuff 2S.png
Guard:
All
Startup:
10
Recovery:
17
Advantage:
-7
- - - 5H, 2H[+] - Sp
5H
GGST Chipp Zanuff 5H.png
Guard:
All
Startup:
11
Recovery:
16
Advantage:
-4
- - - - - Sp
2H
GGST Chipp Zanuff 2H.png
Guard:
All
Startup:
12
Recovery:
24
Advantage:
-14
- - - - - Sp
6H
GGST Chipp Zanuff 6H.png
Guard:
All
Startup:
17
Recovery:
18
Advantage:
-5
- - - - - Sp
5D
GGST Chipp Zanuff 5D.png
Guard:
High
Startup:
20
Recovery:
24
Advantage:
-15
- - - - - -
2D
GGST Chipp Zanuff 2D.png
Guard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGST Chipp Zanuff j.P.png
Guard:
High
Startup:
5
Recovery:
8
Advantage:
-
j.P j.2K - - - Sp
j.K
GGST Chipp Zanuff j.K.png
Guard:
High
Startup:
6
Recovery:
8
Advantage:
-
- j.2K - - j.D Dash, Jump, Sp
j.2K
GGST Chipp Zanuff j.2K.png
Guard:
High
Startup:
16
Recovery:
-
Advantage:
-
- - - - - -
j.S
GGST Chipp Zanuff j.S.png
Guard:
High
Startup:
9
Recovery:
18
Advantage:
-
- - - j.H j.D Dash, Jump, Sp
j.H
GGST Chipp Zanuff j.H.png
Guard:
High
Startup:
9
Recovery:
17
Advantage:
-
- - - - j.D Dash, Jump, Sp
j.D
GGST Chipp Zanuff j.D.png
Guard:
High
Startup:
8
Recovery:
22
Advantage:
-
- - - - - Dash, Jump, Sp
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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