GGST/Chipp Zanuff/Frame Data: Difference between revisions

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<center>{{Character Label|GGST|Chipp Zanuff|45px}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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==System Data==
==System Data==
;Core Data
{{GGST-CharacterSystemDataTable|chara=Chipp Zanuff}}
{{#cargo_query:tables=ggstCharacters
|fields=name=Name,defense=Defense,guts=Guts,prejump=Prejump,weight=Weight,backdash=Backdash,forwarddash=Forward Dash,umo=Unique movement options,guardBalance=R.I.S.C. Multiplier,movement_tension=Movement Tension Gain
|where=name="Chipp Zanuff"
|format=table
}}
;Jump Data
{{#cargo_query:tables=ggstCharacters
|fields=jump_duration=Jump duration,jump_height=Jump height,high_jump_duration=High Jump duration,high_jump_height=High Jump height,efiad=Earliest airdash,ebiad=Earliest air backdash,fadd=Airdash duration,badd=Air backdash duration,fadat=Airdash cancel,badat=Air backdash cancel, jump_tension=Jumping Tension Gain, airdash_tension=Airdash Tension Gain
|where=name="Chipp Zanuff"
|format=table
}}


==Normal Moves==
==Normal Moves==
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|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6K}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6K}}
| - || - || - || - || - || Special, Super
| - || - || - || - || - || Special
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=c.S}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=c.S}}
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|-
|-
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.P}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.P}}
| - || - || - || - || - || Wall Run, Escape
| - || - || - || - || - || Escape
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.K}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.K}}
| w.P || w.K || - || w.H, w.6H || - || Wall Run, Escape
| w.P || w.K || - || w.H, w.6H || - || Escape
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.S}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.S}}
| w.P || - || w.SS || w.H, w.6H || - || Wall Run, Escape
| w.P || - || w.SS || w.H, w.6H || - || Escape
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.SS}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.SS}}
| - || - || - || w.H || - || Wall Run, Escape
| - || - || - || w.H || - || Escape
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.H}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.H}}
| - || - || - || - || - || Wall Run, Escape
| - || - || - || - || - || Escape
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.6H}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.6H}}
| - || - || - || - || - || Wall Run, Escape
| - || - || - || - || - || Escape
|-  
|-  
|}
|}
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|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K}}
| - || j.2K || - || - || j.D || Dash, Air Forward Dash, Special, Super
| - || j.2K || - || - || j.D || Forward Air Dash, Special, Super
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.2K}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.2K}}
| - || - || - || - || - || -
| - || - || - || - || - || Special
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.S}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.S}}
| - || - || - || j.H || j.D || Dash, Forward Air Dash, Special, Super
| - || - || - || j.H || j.D || Forward Air Dash, Special, Super
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.H}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.H}}
| - || - || - || - || j.D || Dash, Forward Air Dash, Special, Super
| - || - || - || - || j.D || Forward Air Dash, Special, Super
|-  
|-  
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.D}}
! {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.D}}
| - || - || - || - || - || Dash, Forward Air Dash, Special, Super
| - || - || - || - || - || Forward Air Dash, Special, Super
|}
|}


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==Navigation==
==Navigation==
<center>{{Character Label|GGST|Chipp Zanuff|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}

Latest revision as of 07:25, 5 September 2023



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

Core Data
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Chipp Zanuff 68 4 40.0 4 20 1-5F 1-19F Triple Jump, Wall Run
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
42 55 525.0 702.0 7 15/24 6/11 632.5 261


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 90% 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 +28 4 Large 90% 2500 1000
j.P 16 High 5 4 8 +2 (IAD j.PPP) +5 (IAD j.PPP) 0 Small 80% 375 1000
j.K 16×2 High 6 2(3)2 8 +1 (IAD) +4 (IAD) 1 Small 80% 375×2 1000
j.S 32 High 9 4 18 +1 (IAD) +4 (IAD) 2 Mid 80% 1125 1000
j.H 22×2 High 8 6,6 17 +4~5 (IAD) +7~8 (IAD) 2 Mid 80% 525×2 1000
j.D 44 High 8 4 22 0 (IAD) +3 (IAD) 2 Mid 80% 1125 1000
6P 26 All 9 5 25 -16 -13 2 Mid 1-2 Upper Body
3-13 Above Knee
90% 1500 1000
6K 35 High 28 5 7 +2 +6 2 Small 80% 750 1000
6H 50 All 17 6 18 -5 -2 4 Large 90% 2500 1000
j.2K 14×N High 16 Until Landing Until Landing+8 +3 (IAD) +6 (IAD) 1 Very Small 80% 150×N 1000
2D 30 Low 10 2 19 -7 HKD +51 2 Large 90% 1125 1000
5D 40 High 20 5 24 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 50 High 28 5 24 -10 KD +36 4 Mid 100% 1875 1500 [1000]

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 +34 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 +37 (Airborne) 1 Very Small 80% 500 2000
j.236K Air Alpha Blade (Diagonal) 36 All 28~41 3 21 -6 KD +40 1 Very Small 80% 500 2000
623S Beta Blade 30, 26 All 9 2, 18 23 -27 KD +17 2 Large, Very Small 1-10F Strike 60% 700×2 1000
j.623S Air Beta Blade 30, 26 All 9 2, 18 Until Landing+8 KD 2 Large, Very Small 1-10F Strike 60% 700×2 1000
236H Gamma Blade 30 All 25~50 7 Total 42 +9 +12 2 Very Small 80% 500 2000
236S Resshou 28 All 13 5 16 -4 -1 3 Mid 80% 2000 1000
236S 236S Rokusai 35 Low 8 2 21 -6 -3 3 Mid 80% 1500 1000
236S 236K Senshuu 40 High 20 6 20 -9 KD +23 3 Large 80% 1500 1000
63214S Genrouzan 97 Ground Throw 27 11 15 N/A HKD +26 50% 2500
j.214P Shuriken 10 All 22 Until Hit 35+4 After Landing 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 14×5, 7×3, 28 All 6+1~11 1(7)2(9)2(7)4(12)9 28 -20 HKD +50 Very Small 3~6 Full 100% 400×4 1000
632146H Zansei Rouga 10×4, 135 All 20+1 58~64 49~53 HKD +22 Very Small 6-22 Full 100% 600×4 1000
j.632146H Air Zansei Rouga 10×4, 135 All 13+1 54~64 Until Landing+20 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 70 Ground Throw 2 3 38 HKD +50 50% 2500
Air Throw 70 Air Throw 2 3 38 or Until Landing+10 HKD +38 (IAD) 50% 2500
Wild Assault 30 All 16~28 3 20 -4 -1 4 Mid 90% 2500 4000
Wild Assault 50 All 29 3 20 -4 HKD 4 Mid 100% 2500 3000
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.pngGuardAllStartup3Recovery10Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Chipp Zanuff 2P.pngGuardAllStartup5Recovery10Advantage-2 5P,2P, 6P 6K - 6H - Special, Super
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 - - - - - Special, Super
5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3 6P 5K, 2K, 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-2 6P 6K - 6H 5D, 2D Special, Super
6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2 - - - - - Special
c.SGGST Chipp Zanuff cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 - - - 5H, 2H - Special, Super
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 - - - 5H, 2H[+] - Special, Super
5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 - - - - - Special, Super
2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 - - - - - Special, Super
6HGGST Chipp Zanuff 6H.pngGuardAllStartup17Recovery18Advantage-5 - - - - - Special, Super
5DGGST Chipp Zanuff 5D.pngGuardHighStartup20Recovery24Advantage-15 - - - - - -
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 - - - - - Special, Super


Wall Run Gatlings
P K S H D Cancel
w.PGGST Chipp Zanuff wP.pngGuardStartup9Recovery31Advantage- - - - - - Escape
w.KGGST Chipp Zanuff wK.pngGuardStartup6Recovery15Advantage- w.P w.K - w.H, w.6H - Escape
w.SGGST Chipp Zanuff wcS.pngGuardStartup6Recovery18Advantage- w.P - w.SS w.H, w.6H - Escape
w.SSGGST Chipp Zanuff wfS.pngGuardStartup7Recovery23Advantage- - - - w.H - Escape
w.HGGST Chipp Zanuff w5H.pngGuardStartup10Recovery21Advantage- - - - - - Escape
w.6HGGST Chipp Zanuff w6H.pngGuardStartup17Recovery21Advantage- - - - - - Escape


Air Gatlings
P K S H D Cancel
j.PGGST Chipp Zanuff j.P.pngGuardHighStartup5Recovery8Advantage+2 (IAD j.PPP) j.P j.2K - - - Special, Super
j.KGGST Chipp Zanuff j.K.pngGuardHighStartup6Recovery8Advantage+1 (IAD) - j.2K - - j.D Forward Air Dash, Special, Super
j.2KGGST Chipp Zanuff j.2K.pngGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD) - - - - - Special
j.SGGST Chipp Zanuff j.S.pngGuardHighStartup9Recovery18Advantage+1 (IAD) - - - j.H j.D Forward Air Dash, Special, Super
j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) - - - - j.D Forward Air Dash, Special, Super
j.DGGST Chipp Zanuff j.D.pngGuardHighStartup8Recovery22Advantage0 (IAD) - - - - - Forward Air Dash, Special, Super
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Systems Pages