GGST/Frame Data: Difference between revisions

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<center><b>Jump Values</b>
<center><b>Jump Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,prejump=Prejump,jump_duration=Jump Duration,high_jump_duration=High Jump Duration,jump_height=Jump Height,high_jump_height=High Jump Height
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,prejump=Prejump,jump_duration=Jump Duration,high_jump_duration=High Jump Duration,jump_height=Jump Height,high_jump_height=High Jump Height
|where=name <> 'Ky Kiske (Dragon Install)' AND name <> 'Leo Whitefang (Brynhildr Stance)' AND name <> 'Nagoriyuki (1 bar of Blood Gauge)' AND name <> 'Nagoriyuki (2 bars of Blood Gauge)' AND name <> 'Nagoriyuki (Blood Rage)' AND name <> 'Giovanna (50~99% Tension)' AND name <> 'Giovanna (100% Tension)' AND name <> 'Jack-O (Backward Dash)'
|where=name <> 'Ky Kiske (Dragon Install)' AND name <> 'Leo Whitefang (Brynhildr Stance)' AND name <> 'Nagoriyuki (1 bar of Blood Gauge)' AND name <> 'Nagoriyuki (2 bars of Blood Gauge)' AND name <> 'Nagoriyuki (Blood Rage)' AND name <> 'Giovanna (50~99% Tension)' AND name <> 'Giovanna (100% Tension)' AND name <> 'Jack-O (Backward Dash)'
|format=table
|format=table

Revision as of 05:49, 24 January 2023

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

Movement Values

Jump Values

Jump Values
Character Prejump Jump Duration High Jump Duration Jump Height High Jump Height
GGST Bedman Icon.png Bedman 5 38 40
GGST A.B.A Icon.png A.B.A 4 38 46 340.1 479.0
GGST A.B.A Icon.png A.B.A (Jealous Rage) 4 32 37 308.0 486.0
GGST Anji Mito Icon.png Anji Mito 4 42 49 462.0 567.6
GGST Asuka R Icon.png Asuka R 4 37 47
GGST Asuka R Icon.png Asuka R (No Mana) 4 37 47
GGST Axl Low Icon.png Axl Low 4 42 49 409.5 567.6
GGST Baiken Icon.png Baiken 4 44 48 441.1 524.4
GGST Bridget Icon.png Bridget 4 41 46 389.0 485.3
GGST Chipp Zanuff Icon.png Chipp Zanuff 4 42 55 525.0 702.0
GGST Elphelt Valentine Icon.png Elphelt Valentine 4 38 48 340.1 524.4
GGST Faust Icon.png Faust 4 42 57 409.5 751.8
GGST Giovanna Icon.png Giovanna 4 38 49 340.1 567.6
GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson 5 31 38 273.0 419.9
GGST Happy Chaos Icon.png Happy Chaos 4 42 49 409.5 567.6
GGST I-No Icon.png I-No 4 38 49 340.1 567.6
GGST Jack-O' Icon.png Jack-O 4 42 48 420.0 522.5
GGST Johnny Icon.png Johnny 4 43 56
GGST Ky Kiske Icon.png Ky Kiske 4 38 48 340.1 524.4
GGST Leo Whitefang Icon.png Leo Whitefang 4 38 53 340.1 656.5
GGST May Icon.png May 4 37 57 486.0 751.8
GGST Millia Rage Icon.png Millia Rage 4 37 55 453.6 702.0
GGST Nagoriyuki Icon.png Nagoriyuki 5 41 38 389.0 437.0
GGST Potemkin Icon.png Potemkin 5 42 55 340.1 567.6
GGST Ramlethal Valentine Icon.png Ramlethal Valentine 4 38 48 404.7 656.5
GGST Sin Kiske Icon.png Sin Kiske 4 42 49 409.5 567.6
GGST Sol Badguy Icon.png Sol Badguy 4 38 48 340.1 524.4
GGST Testament Icon.png Testament 4 43 55 409.5 663.6
GGST Zato-1 Icon.png Zato-1 4 38 57 404.7 751.8

Air Dash Values

Air Dash Values
Error: No field named "efiad" found for any of the specified database tables.

※: 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
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
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
Johnny 18/1-5 strike invuln/1-16 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 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

Walk and Dash Values

Walk and Dash Values
Character Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
A.B.A 4.4 3.8 6.0 0.15 100
A.B.A (Jealous Rage) 10.0 3.8 24.5 0.77 85
Anji Mito 5.6 4.9 13.5 0.555 100
Asuka R 6.0 5.0 12.5 0.5 90
Asuka R (No Mana) 6.0 5.0 12.5 0.5 90
Axl Low 5.2 4.9 13.1 0.416 100
Baiken 4.9 4.725 11.2 0.605 105
Bedman 5.6 4.5 11.0 0.42 100
Bridget 7.0 5.2 14.0 0.476 100
Chipp Zanuff 8.8 6.8 24.5 0.761 85
Elphelt Valentine 6.3 4.8 15.4 0.56 100
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
Johnny
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 0.4 100
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%
Winter Mantis 1500 1667%
 Baiken Ground Throw 90 100%
 Bridget Ground Throw 90 100%
Rock the Baby 120 133%
Aerial Rock the Baby 120 133%
 Chaos Ground Throw 90 100%
 Chipp Ground Throw 75 83%
Genrou Zan 20 22%
 Faust Ground Throw 90 100%
Snip Snip Snip 120 133%
 Giovanna Ground Throw 75 83%
 Goldlewis Ground Throw 90 100%
 I-No Ground Throw 90 100%
Megalomania 120 133%
 Jack-O Ground Throw 90 100%
Forever Elysion Driver 200 222%
 Ky Ground Throw 90 100%
 Leo Ground Throw 90 100%
Gländzendes Dunkel 120 133%
 May Ground Throw 90 100%
Overhead Kiss 120 133%
 Millia Ground Throw 75 83%
 Nagoriyuki Ground Throw 120 133%
Bloodsucking Universe 160 178%
 Potemkin Ground Throw 120 133%
Potemkin Buster 120→160→200→250 133%→178%→222%→278%
 Ramlethal Ground Throw 90 100%
 Sol Ground Throw 90 100%
Wild Throw 120 133%
Heavy Mob Cemetery 150 167%
 Sin Ground Throw 90 100%
 Testament Ground Throw 90 100%
 Zato Ground Throw 90 100%
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.

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. Invuln
Gold Burst 0 All 18 6 22+9 after landing -10 1~45F Full +29
Blue Burst 0 All 14 6 33+9 after landing -30 1~27F Full +11
  • R.I.S.C. Level resets on activation.
  • 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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