Final Ultima (talk | contribs) mNo edit summary |
|||
Line 23: | Line 23: | ||
<center><b>Defense Values</b> | <center><b>Defense Values</b> | ||
{{#cargo_query:tables=ggstCharacters | {{#cargo_query:tables=ggstCharacters | ||
|fields=name,defense,guts | |fields=name,defense,guts,weight | ||
|format=table | |format=table | ||
}}</center> | }}</center> |
Revision as of 22:32, 27 July 2021
Character Frame Data
Character Comparisons
Defense Values
R.I.S.C. Values
Character | R.I.S.C. Gain Modifier |
---|---|
Anji | 1 |
Axl | 1.1248 |
Chipp | 1.25 |
Faust | 1.1248 |
Giovanna | 1 |
Goldlewis | 0.8748 |
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 |
- 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
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 | 15 | 15 | 15 |
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 | 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.
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 | 22 | 1~6 Strike / 1~16 Airborne |
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
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 |
Character | Move Name | Range |
---|---|---|
Air Throw (All Characters) | Air Throw | 200000 |
Potemkin | Heavenly Potemkin Buster | 200000 |
System Data
Attack Level
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 | < 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- 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.