GGST/Frame Data: Difference between revisions

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===R.I.S.C. Table===
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|+R.I.S.C. Multipliers
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Revision as of 19:27, 25 July 2021

Character Frame Data

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

Character Comparisons

Defense Values

Defense Values
name defense guts
A.B.A -12 2
A.B.A (Jealous Rage) -12 2
Anji Mito 16 5
Asuka R -64 0
Asuka R (No Mana) 128 0
Axl Low 20 1
Baiken 30 4
Bedman -10 0
Bridget 16 0
Chipp Zanuff 68 4
Elphelt Valentine 24 2
Faust 4 0
Giovanna 8 1
Giovanna (100% Tension) -18 1
Giovanna (50~99% Tension) -5 1
Goldlewis Dickinson -10 3
Happy Chaos 10 1
I-No 16 1
Jack-O 30 2
Jack-O (Backward Dash) 30 2
Johnny -4 3
Ky Kiske 0 2
Ky Kiske (Dragon Install) 0 2
Leo Whitefang 0 3
Leo Whitefang (Brynhildr Stance) 0 3
May 16 4
Millia Rage 48 2
Nagoriyuki -8 4
Nagoriyuki (1 bar of Blood Gauge) 17 4
Nagoriyuki (2 bars of Blood Gauge) 54 4
Nagoriyuki (Blood Rage) 54 4
Potemkin -16 3
Ramlethal Valentine 16 1
Sin Kiske 14 2
Sol Badguy -4 2
Testament 12 1
Zato-1 20 0

R.I.S.C. Table

R.I.S.C. Multipliers
Character R.I.S.C. multiplier
Anji 1
Axl 1.1248
Chipp 1.25
Faust 1.1248
Giovanna 1
Goldlewis ???
I-No 1.1248
Ky 1
Leo 1
May 1
Millia 1.25
Nagoriyuki 0.9372
Potemkin 0.8748
Ramlethal 1
Sol 1
Zato 1.1248
  • move * multiplier * 100 = R.I.S.C gain
  • R.I.S.C. max value is 12800 for all characters
  • sol's c.S is 25 R.I.S.C so for example vs i-no it would be: 25 * 1.1248 * 100 = 2812

Movement Values

Jump and Air Dash Values
Character Prejump 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 3 3 25/19 12 18 6
Axl 4 4 4 25/19 12 18 6
Chipp 4 3 3 25/16 12 15 6
Faust 4 3 3 52 28 18 12
Giovanna 4 4 ※2 4 ※2 25/19 12 18 6
Goldlewis
I-No 4 4 ※2 4 ※2 15 15 15 15
Ky 4 4 ※2 4 ※2 25/19 12 18 6
Leo 4 4 ※2 4 ※2 25/19 12 18 6
May 4 3 3 25/19 12 18 6
Millia 4 3 3 18 18 13 13
Nagoriyuki 5 ※3 - - - - - -
Potemkin 5 - - - - - -
Ramlethal 4 3 3 25/19 12 18 6
Sol 5 4 ※2 4 ※2 25/19 12 18 6
Zato 5 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.

Backdash Values
Character Backdash Duration Backdash Invulnerability
Anji 20 1~5 Strike / 1~15 Airborne
Axl 20 1~5 Strike / 1~15 Airborne
Chipp 20 1~5 Strike / 1~19 Airborne
Faust 20 1~5 Strike / 1~15 Airborne
Giovanna 19 1~5 Strike / 1~13 Airborne
Goldlewis
I-No 20 1~5 Strike / 1~15 Airborne
Ky 20 1~5 Strike / 1~15 Airborne
Leo 20 1~5 Strike / 1~15 Airborne
May 16 1~4 Strike / 1~11 Airborne
Millia 15 1~4 Strike / 1~11 Airborne
Nagoriyuki 23 1~6 Strike / 1~16 Airborne
Potemkin 24 1~6 Strike / 1~17 Airborne
Ramlethal 20 1~5 Strike / 1~15 Airborne
Sol 20 1~5 Strike / 1~15 Airborne
Zato 20 1~5 Strike / 1~15 Airborne

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
I-No Ground Throw 90000
I-No Megalomania 120000
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 + 19F recovery until landing + 5F recovery
Lv.1 12 14 15 11 13 until landing + 19F recovery until landing + 5F recovery
Lv.2 13 16 17 13 15 until landing + 19F recovery until landing + 5F recovery
Lv.3 14 19 20 16 18 until landing + 19F recovery until landing + 5F recovery
Lv.4 15 21 22 18 20 until landing + 19F recovery until landing + 5F recovery

※: 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

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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. Invuln
  • 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.

Navigation

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