GGST/Frame Data

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Character Frame Data

Testament Jack-O' Nagoriyuki Millia Rage Chipp Zanuff Sol Badguy Ky Kiske May Zato-1 I-No Happy Chaos
Sin Kiske Baiken Anji Mito Leo Whitefang Faust Axl Low Potemkin Ramlethal Valentine Giovanna Goldlewis Dickinson Giovanna

Character Comparisons

Defense Values

Defense Values
Character Defense Modifier Guts Rating R.I.S.C. Gain Multiplier Weight
Anji Mito 1.06 5 1.000 Normal
Axl Low 1.08 1 1.125 Normal
Baiken 1.12 4 1.000 Light
Bridget 1.06 0 1.000 Light
Chipp Zanuff 1.27 4 1.250 Normal
Faust 1.02 0 1.125 Normal
Giovanna 1.03 1 1.000 Light
Giovanna (100% Tension) 0.93 1 1.000 Light
Giovanna (50~99% Tension) 0.98 1 1.000 Light
Goldlewis Dickinson 0.96 3 0.875 Heavy
Happy Chaos 1.04 1 1.125 Normal
I-No 1.06 1 1.125 Light
Jack-O 1.12 2 0.875 Light
Ky Kiske 1.00 2 1.000 Normal
Leo Whitefang 1.00 3 1.000 Heavy
May 1.06 4 1.000 Light
Millia Rage 1.19 2 1.250 Light
Nagoriyuki 0.97 4 0.938 Heavy
Potemkin 0.94 3 0.875 Heavy
Ramlethal Valentine 1.06 1 1.000 Light
Sin Kiske 1.05 2 1.000 Normal
Sol Badguy 0.98 2 1.000 Normal
Testament 1.05 1 1.062 Normal
Zato-1 1.08 0 1.125 Normal

Movement Values

Jump Values

Jump Values
Character Prejump Jump Duration High Jump Duration Jump Height High Jump Height
Anji Mito 4 42 49 462.0 567.6
Axl Low 4 42 49 409.5 567.6
Baiken 4 44 48 441.1 524.4
Bridget 4 41 46 389.0 485.3
Chipp Zanuff 4 42 55 525.0 702.0
Faust 4 42 57 409.5 751.8
Giovanna 4 38 49 340.1 567.6
Goldlewis Dickinson 5 31 38 273.0 419.9
Happy Chaos 4 42 49 409.5 567.6
I-No 4 38 49 340.1 567.6
Jack-O 4 42 48 420.0 522.5
Ky Kiske 4 38 48 340.1 524.4
Leo Whitefang 4 38 53 340.1 656.5
May 4 37 57 486.0 751.8
Millia Rage 4 37 55 453.6 702.0
Nagoriyuki 5 41 38 389.0 437.0
Potemkin 5 42 55 340.1 567.6
Ramlethal Valentine 4 38 48 404.7 656.5
Sin Kiske 4 42 49
Sol Badguy 4 38 48 340.1 524.4
Testament 4 43 55 409.5 663.6
Zato-1 4 38 57 404.7 751.8

Air Dash Values

Air Dash Values
Character Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration ※ Backward Air Dash Duration Forward Air Dash Attack Transition Backward Air Dash Attack Transition
Anji Mito 3 3 25/19 12 18 6
Axl Low 4 4 25/19 12 18 6
Baiken 3 3 25/19 12 18 6
Bridget 3 3 25/19 12 18 6
Chipp Zanuff 3 3 25/16 12 15 6
Faust 3 3 52 28 18 12
Giovanna 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
Goldlewis Dickinson 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
Happy Chaos 3 3 25/19 12 18 6
I-No 4 [high jump: 3] 4 [high jump: 3] 15~32 [held] 15~32 [held] 15 15
Jack-O 3 3 25/19 12 18 6
Ky Kiske 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
Leo Whitefang 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
May 3 3 25/19 12 18 6
Millia Rage 3 3 18 18 13 13
Nagoriyuki
Potemkin
Ramlethal Valentine 3 3 25/19 12 18 6
Sin Kiske 3 3 25/19 12 18 6
Sol Badguy 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
Testament 3 3 25/19 12 18 6
Zato-1 4 [high jump: 3] 91/14 14

※: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
Note: Zato's air dash values represent his flight.

Backdash Values

Backdash Values
Character Backdash Duration/Invincibility/Airborne Duration
Anji Mito 20/1~5 strike invuln/1~15 airborne
Axl Low 20/1~5 strike invuln/1~15 airborne
Baiken 21/1~5 strike invuln/1~15 airborne
Bridget 17/1~4 strike invuln/1~12 airborne
Chipp Zanuff 20/1~5 strike invuln/1~19 airborne
Faust 20/1~5 strike invuln/1~15 airborne
Giovanna 19/1~5 strike invuln/1~13 airborne
Goldlewis Dickinson 22/1~6 strike invuln/1~11 airborne
Happy Chaos 18/1~5 strike invuln/1~13 airborne
I-No 20/1~5 strike invuln/1~15 airborne
Jack-O 18/1~5 strike invuln/1~13 airborne
Ky Kiske 20/1~5 strike invuln/1~15 airborne
Leo Whitefang 20/1~5 strike invuln/1~15 airborne
Leo Whitefang (Brynhildr Stance) 17
May 16/1~4 strike invuln/1~11 airborne
Millia Rage 16/1~4 strike invuln/1~11 airborne
Nagoriyuki 23/1~6 strike invuln/1~16 airborne
Potemkin 24/1~6 strike invuln/1~17 airborne
Ramlethal Valentine 20/1~5 strike invuln/1~15 airborne
Sin Kiske 28/1~5 strike invuln/1~22 airborne
Sol Badguy 20/1~5 strike invuln/1~15 airborne
Testament 18/1~5 strike invuln/1~15 airborne
Zato-1 20/1~5 strike invuln/1~15 airborne

Walk and Dash Values

Walk and Dash Values
Character Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
Anji Mito 5.6 4.9 13.5 0.555 100
Axl Low 5.2 4.9 13.1 0.416 100
Baiken 4.9 4.725 11.2 0.605 105
Bridget 7.0 5.2 14.0 0.476 100
Chipp Zanuff 8.8 6.8 24.5 0.761 85
Faust 4.4 7.7 14.0 0.416 100
Giovanna 10.0 8.0 42.0 0 5.5556
Goldlewis Dickinson 6.3 5.2 10.0 0.297 100
Happy Chaos 8.8 6.8 13.5 0.396 100
I-No 6.1 4.8 18.0
Jack-O 6.6 5.0 11.9 0.555 100
Jack-O (Backward Dash) 6.6 5.0 13.0 0 -125
Ky Kiske 6.6 5.0 15.0 0.555 100
Ky Kiske (Dragon Install) 8.6 6.0 20.0 0.555 100
Leo Whitefang 6.3 5.2 18.0 1~12f: 0.500; 13~21f: 0 1~12f: 0; 13~21f: 10
Leo Whitefang (Brynhildr Stance) 10.0 8.0 24.0
May 5.6 4.8 13.8 0.446 100
Millia Rage 7.9 6.1 20.6 0.623 90
Nagoriyuki 5.0 5.0
Potemkin 5.6 4.8
Ramlethal Valentine 7.0 5.2 15.7 0.693 100
Sin Kiske 6.3 4.9 14.0 0.56 100
Sol Badguy 7.9 4.8 13.1 0.555 95
Testament 5.6 4.5 11.5 0.555 95
Zato-1 4.9 3.8 13.5 0.416 100
  • Details on dash acceleration can be found here.

Throw Ranges

Ground Throw Ranges
Character Move Name Throw Range Relative Throw Range ※
Anji Ground Throw 90 100%
Axl Ground Throw 90 100%
Axl Winter Mantis 1500 1667%
Baiken Ground Throw 90 100%
Bridget Ground Throw 90 100%
Bridget Rock the Baby 120 133%
Bridget Aerial Rock the Baby 120 133%
Chaos Ground Throw 90 100%
Chipp Ground Throw 75 83%
Chipp Genrou Zan 20 22%
Faust Ground Throw 90 100%
Faust Snip Snip Snip 120 133%
Giovanna Ground Throw 75 83%
Goldlewis Ground Throw 90 100%
I-No Ground Throw 90 100%
I-No Megalomania 120 133%
Jack-O' Ground Throw 90 100%
Jack-O' Forever Elysion Driver 200 222%
Ky Ground Throw 90 100%
Leo Ground Throw 90 100%
Leo Gländzendes Dunkel 120 133%
May Ground Throw 90 100%
May Overhead Kiss 120 133%
Millia Ground Throw 75 83%
Nagoriyuki Ground Throw 120 133%
Nagoriyuki Bloodsucking Universe 160 178%
Potemkin Ground Throw 120 133%
Potemkin Potemkin Buster 120→160→200→250 133%→178%→222%→278%
Ramlethal Ground Throw 90 100%
Sol Ground Throw 90 100%
Sol Wild Throw 120 133%
Sol Heavy Mob Cemetery 150 167%
Sin Ground Throw 90 100%
Testament Ground Throw 90 100%
Zato Ground Throw 90 100%
Zato Damned Fang 120 133%

※: Relative to the median throw range, which is the most common normal throw range of 90.
Note: Throw range values listed represent throw hitbox sizes, and do not account for travel distance. Round start distance is 504 units and full screen distance is 1336 units.

Air Throw Ranges
Character Move Name Throw Range
Air Throw (All Characters) Air Throw 200
Bridget Aerial Rock the Baby 120
Potemkin Heavenly Potemkin Buster 200

System Data

Attack Level

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)

Tension Gain

Block and Hit Values
Level On-Block Tension On-Hit Tension
Lv.0 150 300
Lv.1 200 400
Lv.2 250 500
Lv.3 300 600
Lv.4 350 700
Notes: Tension Gain when blocked by an airborne opponent uses On-Hit values.
Tension Gain is halved for jumping normals (air specials are unaffected).
Tension Gain is increased by 50% on Counter Hit.
Tension Gain is doubled if the opponent's R.I.S.C. Level is at 100%.

Guts

Guts Rating
Guts Rating ≤ 70% Life ≤ 60% Life ≤ 50% Life ≤ 40% Life ≤ 30% Life ≤ 20% Life ≤ 10% Life
0 97% 92% 89% 84% 75% 66% 56%
1 96% 91% 87% 82% 73% 63% 53%
2 95% 90% 85% 80% 70% 60% 50%
3 94% 89% 83% 78% 67% 57% 47%
4 93% 88% 81% 76% 64% 53% 44%
5 92% 87% 79% 74% 60% 50% 41%

Faultless Defense

Faultless Defense Gauge Consumption
Level Gauge Consumption (Strikes) Gauge Consumption (Projectiles)
Lv.0 250 62
Lv.1 300 75
Lv.2 350 87
Lv.3 400 100
Lv.4 450 112
  • Tension Gauge maximum value is 10000.
  • Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames.
    • (Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
  • During Instant Faultless Defense, Tension is reduced by the normal amount for Faultless Defense and then increased by the bonus amount for Instant Block.

Psych Burst

Psych Burst Frame Data
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Gold Burst 0 All 18 6 22+9 after landing -10 +29 1~45F Full
Blue Burst 0 All 14 6 33+9 after landing -30 +11 1~27F Full
  • Psych Bursts become airborne on frame 1.
  • Gold Burst has an Attack Level of 2, Blue Burst has an Attack Level of 1.
  • Blue Burst has 6 frames of hitstop.
  • Recovery, On-Block and On-Hit values listed are while initially grounded.
    • If activated while airborne, recovery is until landing + 9 frames after landing.
    • If activated while airborne, Gold Burst is fully invincible until landing.

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