GGST/Frame Data: Difference between revisions

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<center><b>Defense Values</b>
<center><b>Defense Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name,defense,guts,weight
|fields=name=Character,defense=Defense Modifier,guts=Guts Rating,weight=Weight
|format=table
|format=table
}}</center>
}}</center>
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<center><b>R.I.S.C. Values</b>
<center><b>R.I.S.C. Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name,guardBalance
|fields=name=Character,guardBalance=R.I.S.C. Gain Modifier
|format=table
|format=table
}}</center>
}}</center>
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===Movement Values===
===Movement Values===
<!--<center><b>Jump and Air Dash Values</b>
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,prejump=Prejump,jump_duration=Jump Duration,high_jump_duration=High Jump Duration,efiad=Earliest Forward Instant Air Dash,ebiad=Earliest Backward Instant Air Dash,fadd=Forward Air Dash Duration ※1,badd=Backward Air Dash Duration,fadat=Forward Air Dash Attack Transition,badat=Backward Air Dash Attack Transition
|format=table
}}</center>
※1: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.<br/>
※: Zato's air dash values represent his flight.<br/>
※: I-No's air dash duration changes if the dash button or direction is held.-->
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Jump and Air Dash Values
|+Jump and Air Dash Values
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|-
|-
!I-No
!I-No
| 4 || 38 || 49 || 4 ※2 || 4 ※2 || 15 || 15 || 15 || 15
| 4 || 38 || 49 || 4 ※2 || 4 ※2 || 15~32 ※5 || 15~32 ※5 || 15 || 15
|-
|-
!Jack-O'
!Jack-O'
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| 4 || 38 || 48 || 4 ※2  || 4 ※2 || 25/19 || 12 || 18 || 6
| 4 || 38 || 48 || 4 ※2  || 4 ※2 || 25/19 || 12 || 18 || 6
|-
|-
!Zato
!Zato ※4
| 4 || 38 || 57 || 4 ※2 || - || 91/14 || - || 14 || -
| 4 || 38 || 57 || 4 ※2 || - || 91/14 || - || 14 || -
|-
|-
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※1: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.<br/>
※1: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.<br/>
※2: When performing a high jump, earliest instant air dash is 1 frame earlier.<br/>
※2: When performing a high jump, earliest instant air dash is 1 frame earlier.<br/>
※3: When performing a high jump, prejump is 10 frames.
※3: When performing a high jump, prejump is 10 frames.<br/>
※4: Zato's air dash values represent his flight.<br/>
※5: I-No's air dash duration changes if the dash button or direction is held.


<center><b>Backdash Values</b>
<center><b>Backdash Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name,backdash
|fields=name=Character,backdash=Backdash Duration
|format=table
|format=table
}}</center>
}}</center>
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|-
|-
!  Level  
!  Level  
! Hitstop !! Standing Hitstun !! Crouching Hitstun !! Ground Regular/Instant Block !! Ground Regular/Instant FD !! Air Regular Block/FD ※ !! Air Instant Block/FD
! Hitstop !! Standing Hitstun !! Crouching Hitstun !! Ground Block !! Air Regular Block/FD ※ !! Air Instant Block/IFD
|-
|-
! Lv.0
! Lv.0
| 11 || 12 || 13 || 9 || 11 || Until landing+19 || Until landing+5
| 11 || 12 || 13 || 9 || Until landing+19 || Until landing+5
|-
|-
! Lv.1  
! Lv.1  
| 12 || 14 || 15 || 11 || 13 || Until landing+19 || Until landing+5
| 12 || 14 || 15 || 11 || Until landing+19 || Until landing+5
|-
|-
! Lv.2  
! Lv.2  
| 13 || 16 || 17 || 13 || 15 || Until landing+19 || Until landing+5
| 13 || 16 || 17 || 13 || Until landing+19 || Until landing+5
|-
|-
! Lv.3  
! Lv.3  
| 14 || 19 || 20 || 16 || 18 || Until landing+19 || Until landing+5
| 14 || 19 || 20 || 16 || Until landing+19 || Until landing+5
|-
|-
! Lv.4  
! Lv.4  
| 15 || 21 || 22 || 18 || 20 || Until landing+19 || Until landing+5
| 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.
※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.

Revision as of 23:33, 15 October 2021

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
Error: No field named "weight" found for any of the specified database tables.

R.I.S.C. Values

R.I.S.C. Values
Character R.I.S.C. Gain Modifier
A.B.A 32.0
A.B.A (Jealous Rage) 32.0
Anji Mito 32.0
Asuka R 34.0
Asuka R (No Mana) 34.0
Axl Low 36.0
Baiken 32.0
Bedman 32.0
Bridget 32.0
Chipp Zanuff 40.0
Elphelt Valentine 32.0
Faust 36.0
Giovanna 32.0
Giovanna (100% Tension) 32.0
Giovanna (50~99% Tension) 32.0
Goldlewis Dickinson 28.0
Happy Chaos 36.0
I-No 36.0
Jack-O 28.0
Jack-O (Backward Dash) 28.0
Johnny 32.0
Ky Kiske 32.0
Ky Kiske (Dragon Install) 32.0
Leo Whitefang 32.0
Leo Whitefang (Brynhildr Stance) 32.0
May 32.0
Millia Rage 40.0
Nagoriyuki 30.0
Nagoriyuki (1 bar of Blood Gauge) 30.0
Nagoriyuki (2 bars of Blood Gauge) 30.0
Nagoriyuki (Blood Rage) 30.0
Potemkin 28.0
Ramlethal Valentine 32.0
Sin Kiske 32.0
Sol Badguy 32.0
Testament 34.0
Zato-1 36.0
  • 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
A.B.A 24
A.B.A (Jealous Rage) 16
Anji Mito 20/1-5 strike invuln/1-15 airborne
Asuka R 21/1-5 strike invuln/1-18 airborne
Asuka R (No Mana) 21/1~5 strike invuln/1~18 airborne
Axl Low 20/1-5 strike invuln/1-15 airborne
Baiken 21/1-5 strike invuln/1-15 airborne
Bedman 24/1-6 strike invuln/1-17 airborne
Bridget 17/1-4 strike invuln/1-12 airborne
Chipp Zanuff 20/1-5 strike invuln/1-19 airborne
Elphelt Valentine 20/1-5 strike invuln/1~15 airborne
Faust 20/1-5 strike invuln/1-15 airborne
Giovanna 19/1-5 strike invuln/1-13 airborne
Giovanna (100% Tension) 19/1-5 strike invuln/1-13 airborne
Giovanna (50~99% Tension) 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
Jack-O (Backward Dash) 18/1-5 strike invuln/1-13 airborne
Johnny 18/1-5 strike invuln/1-16 airborne
Ky Kiske 20/1-5 strike invuln/1-15 airborne
Ky Kiske (Dragon Install) 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
Nagoriyuki (1 bar of Blood Gauge) 23/1-6 strike invuln/1-16 airborne
Nagoriyuki (2 bars of Blood Gauge) 23/1-6 strike invuln/1-16 airborne
Nagoriyuki (Blood Rage) 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 24/1-6 strike invuln/1-20 throw invuln/1-20 airborneSin is considered airborne if he is hit during backdash and grounded otherwise
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

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 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)

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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