GGST/Frame Data

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Character Frame Data

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

Character Comparisons

Defense Values

Defense Values
Character Defense Modifier Guts Rating Weight
Anji Mito 1.06 5 Normal
Axl Low 1.07 1 Normal
Chipp Zanuff 1.26 4 Normal
Faust 1.01 0 Normal
Giovanna 1.03 1 Light
Giovanna (100% Tension) 0.93 1 Light
Giovanna (50~99% Tension) 0.97 1 Light
Goldlewis Dickinson 0.96 3 Heavy
I-No 1.06 1 Light
Jack-O 1.11 2 Light
Ky Kiske 1.00 2 Normal
Leo Whitefang 1.00 3 Heavy
May 1.06 4 Light
Millia Rage 1.18 2 Light
Nagoriyuki 0.96 4 Heavy
Potemkin 0.93 3 Heavy
Ramlethal Valentine 1.06 1 Light
Sol Badguy 0.98 2 Normal
Zato-1 1.07 0 Normal

R.I.S.C. Values

R.I.S.C. Values
Character R.I.S.C. Gain Modifier
Anji Mito 1
Axl Low 1.1248
Chipp Zanuff 1.25
Faust 1.1248
Giovanna 1
Giovanna (100% Tension) 1
Giovanna (50~99% Tension) 1
Goldlewis Dickinson 0.8748
I-No 1.1248
Jack-O 0.8748
Ky Kiske 1
Leo Whitefang 1
May 1
Millia Rage 1.25
Nagoriyuki 0.9372
Potemkin 0.8748
Ramlethal Valentine 1
Sol Badguy 1
Zato-1 1.1248
  • R.I.S.C. Level maximum value is 12800 for all characters.
  • Base R.I.S.C. Gain * R.I.S.C. Gain Modifier * 100 = Actual R.I.S.C Gain
    • R.I.S.C. Gain is increased by x1.5 if blocking in the air but reduced to x0.75 if blocking a low or an overhead.
    • R.I.S.C. Gain is decreased by x0.5 while the defender has positive R.I.S.C. Level but before the gauge starts depleting.

Note: Base R.I.S.C Gain is tied to Attack Level (5 + 5 * Attack Level). Multi-hitting attacks typically have their individual hit R.I.S.C. Gain divided by the number of hits, then rounded down, but some moves or hits ignore this. Please consult your character's full frame data in case of exceptions.

Movement Values

Jump and Air Dash Values
Character Prejump Jump Duration High Jump Duration Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration ※1 Backward Air Dash Duration Forward Air Dash Attack Transition Backward Air Dash Attack Transition
Anji 4 42 49 3 3 25/19 12 18 6
Axl 4 42 49 4 4 25/19 12 18 6
Chipp 4 42 55 3 3 25/16 12 15 6
Faust 4 42 57 3 3 52 28 18 12
Giovanna 4 38 49 4 ※2 4 ※2 25/19 12 18 6
Goldlewis 5 31 38 4 ※2 4 ※2 25/19 12 18 6
I-No 4 38 49 4 ※2 4 ※2 15~32 ※5 15~32 ※5 15 15
Jack-O' 4 42 48 3 3 25/19 12 18 6
Ky 4 38 48 4 ※2 4 ※2 25/19 12 18 6
Leo 4 38 53 4 ※2 4 ※2 25/19 12 18 6
May 4 37 57 3 3 25/19 12 18 6
Millia 4 37 55 3 3 18 18 13 13
Nagoriyuki 5 ※3 41 38 - - - - - -
Potemkin 5 42 55 - - - - - -
Ramlethal 4 38 53 3 3 25/19 12 18 6
Sol 4 38 48 4 ※2 4 ※2 25/19 12 18 6
Zato ※4 4 38 57 4 ※2 - 91/14 - 14 -

※1: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
※2: When performing a high jump, earliest instant air dash is 1 frame earlier.
※3: When performing a high jump, prejump is 10 frames.
※4: Zato's air dash values represent his flight.
※5: I-No's air dash duration changes if the dash button or direction is held.

Backdash Values
Character Backdash Duration
Anji Mito 20f/5f invuln
Axl Low 20f/5f invuln
Chipp Zanuff 20f/5f invuln
Faust 20f/5f invuln
Giovanna 19f/5f invuln
Giovanna (100% Tension) 19f/5f invuln
Giovanna (50~99% Tension) 19f/5f invuln
Goldlewis Dickinson 22f/6f invuln
I-No 20f/5f invuln
Jack-O 18f/5f invuln
Ky Kiske 20f/5f invuln
Leo Whitefang 20f/5f invuln
May 16f/4f invuln
Millia Rage 16f/4f invuln
Nagoriyuki 23f/6f invuln
Potemkin 24f/6f invuln
Ramlethal Valentine 20f/5f invuln
Sol Badguy 20f/5f invuln
Zato-1 20f/5f invuln

Throw Ranges

Ground Throw Ranges
Character Move Name Range
Anji Ground Throw 90000
Axl Ground Throw 90000
Axl Winter Mantis 1500000
Chipp Ground Throw 75000
Chipp Genrou Zan 20000
Faust Ground Throw 90000
Faust Snip Snip Snip 120000
Giovanna Ground Throw 90000
Goldlewis Ground Throw 90000
I-No Ground Throw 90000
I-No Megalomania 120000
Jack-O' Ground Throw 90000
Jack-O' Forever Elysion Driver
Ky Ground Throw 90000
Leo Ground Throw 90000
Leo Gländzendes Dunkel 120000
May Ground Throw 90000
May Overhead Kiss 120000
Millia Ground Throw 75000
Nagoriyuki Ground Throw 120000
Nagoriyuki Bloodsucking Universe 160000
Potemkin Ground Throw 120000
Potemkin Potemkin Buster 120000, 160000, 200000, 250000
Ramlethal Ground Throw 90000
Sol Ground Throw 90000
Sol Wild Throw 120000
Sol Heavy Mob Cemetery 150000
Zato Ground Throw 90000
Zato Damned Fang 120000
Air Throw Ranges
Character Move Name Range
Air Throw (All Characters) Air Throw 200000
Potemkin Heavenly Potemkin Buster 200000

System Data

Attack Level

Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Regular/Instant Block Ground Regular/Instant FD Air Regular Block/FD ※ Air Instant Block/FD ※
Lv.0 11 12 13 9 11 Until landing+19 Until landing+5
Lv.1 12 14 15 11 13 Until landing+19 Until landing+5
Lv.2 13 16 17 13 15 Until landing+19 Until landing+5
Lv.3 14 19 20 16 18 Until landing+19 Until landing+5
Lv.4 15 21 22 18 20 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)

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%

Psych Burst

Burst Frame Data
Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Gold Burst 0 All 18 6 22+9 after landing -10 1~45F Full
Blue Burst 0 All 14 6 33+9 after landing -30 1~27F Full
  • 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 listed is while grounded.
    • If activated while airborne, recovery is until landing + 9 frames after landing.

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