GGST/Frame Data: Difference between revisions

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==Character Comparisons==
==Character Comparisons==
===Defense Values===
===Defense Values===
<div style="width: 100%; max-width: 650px; margin: 0 auto;"><center><b>Defense Values</b>
<div style="width: 100%; max-width: 700px; margin: 0 auto;"><center><b>Defense Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,ROUND((defense+256)/256, 4)=Defense Modifier,guts=Guts Rating,ROUND(guardBalance/32, 4)=R.I.S.C. Gain Multiplier,weight=Weight
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,ROUND((defense+256)/256, 4)=Defense Modifier,guts=Guts Rating,ROUND(guardBalance/32, 4)=R.I.S.C. Gain Multiplier,weight=Weight
|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
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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
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<center><b>Air Dash Values</b>
<center><b>Air Dash Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,efiad=Earliest Forward Instant Air Dash,ebiad=Earliest Backward Instant Air Dash,fadd=Forward Air Dash Duration ※,badd=Backward Air Dash Duration,fadat=Forward Air Dash Attack Transition,badat=Backward Air Dash Attack Transition
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,efiad=Earliest Forward Instant Air Dash,ebiad=Earliest Backward Instant Air Dash,fadd=Forward Air Dash Duration ※,badd=Backward Air Dash Duration,fadat=Forward Air Dash Attack Transition,badat=Backward Air Dash Attack Transition
|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
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====Backdash Values====
====Backdash Values====
<div style="width: 100%; max-width: 600px; margin: 0 auto;"><center><b>Backdash Values</b>
<div style="width: 100%; max-width: 650px; margin: 0 auto;"><center><b>Backdash Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,backdash=Backdash Duration/Invincibility/Airborne Duration
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,backdash=Backdash Duration/Invincibility/Airborne Duration
|where=name <> 'Ky Kiske (Dragon Install)' 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 <> '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
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<center><b>Walk and Dash Values</b>
<center><b>Walk and Dash Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,walk_speed=Walk Speed,back_walk_speed=Backwalk Speed,dash_initial_speed=Initial Dash Speed,dash_acceleration=Dash Acceleration,dash_friction=Friction
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,walk_speed=Walk Speed,back_walk_speed=Backwalk Speed,dash_initial_speed=Initial Dash Speed,dash_acceleration=Dash Acceleration,dash_friction=Friction
|where=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)'
|where=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)'
|format=table
|format=table
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===Throw Ranges===
===Throw Ranges===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+Ground Throw Ranges
|+Ground Throw Ranges
|-
|-
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! Move Name !! Throw Range !! Relative Throw Range ※
! Move Name !! Throw Range !! Relative Throw Range ※
|-
|-
! Anji
! {{CLabel|GGST|Anji}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Axl
! rowspan=2 | {{CLabel|GGST|Axl}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Axl
| Winter Mantis || 1500 || 1667%
| Winter Mantis || 1500 || 1667%
|-
|-
! Baiken
! {{CLabel|GGST|Baiken}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Bridget
! rowspan=3 | {{CLabel|GGST|Bridget}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Bridget
| Rock the Baby || 120 || 133%
| Rock the Baby || 120 || 133%
|-
|-
! Bridget
| Aerial Rock the Baby || 120 || 133%
| Aerial Rock the Baby || 120 || 133%
|-
|-
! Chaos
! {{CLabel|GGST|Chaos}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Chipp
! rowspan=2 | {{CLabel|GGST|Chipp}}
| Ground Throw || 75 || 83%
| Ground Throw || 75 || 83%
|-
|-
! Chipp
| Genrou Zan || 20 || 22%
| Genrou Zan || 20 || 22%
|-
|-
! Faust
! rowspan=2 | {{CLabel|GGST|Faust}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Faust
| Snip Snip Snip || 120 || 133%
| Snip Snip Snip || 120 || 133%
|-
|-
! Giovanna
! {{CLabel|GGST|Giovanna}}
| Ground Throw || 75 || 83%
| Ground Throw || 75 || 83%
|-
|-
! Goldlewis
! {{CLabel|GGST|Goldlewis}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! I-No
! rowspan=2 | {{CLabel|GGST|I-No}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! I-No
| Megalomania || 120 || 133%
| Megalomania || 120 || 133%
|-
|-
! Jack-O'
! rowspan=2 | {{CLabel|GGST|Jack-O}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Jack-O'
| Forever Elysion Driver || 200 || 222%
| Forever Elysion Driver || 200 || 222%
|-
|-
! Ky
! {{CLabel|GGST|Ky}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Leo
! rowspan=2 | {{CLabel|GGST|Leo}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Leo
| Gländzendes Dunkel || 120 || 133%
| Gländzendes Dunkel || 120 || 133%
|-
|-
! May
! rowspan=2 | {{CLabel|GGST|May}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! May
| Overhead Kiss || 120 || 133%
| Overhead Kiss || 120 || 133%
|-
|-
! Millia
! {{CLabel|GGST|Millia}}
| Ground Throw || 75 || 83%
| Ground Throw || 75 || 83%
|-
|-
! Nagoriyuki
! rowspan=2 | {{CLabel|GGST|Nagoriyuki}}
| Ground Throw || 120 || 133%
| Ground Throw || 120 || 133%
|-
|-
! Nagoriyuki
| Bloodsucking Universe || 160 || 178%
| Bloodsucking Universe || 160 || 178%
|-
|-
!Potemkin
! rowspan=2 | {{CLabel|GGST|Potemkin}}
| Ground Throw || 120 || 133%
| Ground Throw || 120 || 133%
|-
|-
! Potemkin
| Potemkin Buster || 120→160→200→250 || 133%→178%→222%→278%
| Potemkin Buster || 120→160→200→250 || 133%→178%→222%→278%
|-
|-
! Ramlethal
! {{CLabel|GGST|Ramlethal}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Sol
! rowspan=3 | {{CLabel|GGST|Sol}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Sol
| Wild Throw || 120 || 133%
| Wild Throw || 120 || 133%
|-
|-
! Sol
| Heavy Mob Cemetery || 150 || 167%
| Heavy Mob Cemetery || 150 || 167%
|-
|-
! Sin
! {{CLabel|GGST|Sin}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Testament
! {{CLabel|GGST|Testament}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Zato
! rowspan=2 | {{CLabel|GGST|Zato}}
| Ground Throw || 90 || 100%
| Ground Throw || 90 || 100%
|-
|-
! Zato
| Damned Fang || 120 || 133%
| Damned Fang || 120 || 133%
|-
|-
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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.
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.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+Air Throw Ranges
|+Air Throw Ranges
|-
|-
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==System Data==
==System Data==
===Attack Level===
===Attack Level===
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+ Hitstun and Blockstun Values
|+ Hitstun and Blockstun Values
|-
|-
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===Tension Gain===
===Tension Gain===
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+ Block and Hit Values
|+ Block and Hit Values
|-
|-
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===Guts===
===Guts===
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+Guts Rating
|+Guts Rating
|-
|-
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===Faultless Defense===
===Faultless Defense===
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+ Faultless Defense Gauge Consumption
|+ Faultless Defense Gauge Consumption
|-
|-
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===Psych Burst===
===Psych Burst===
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+Psych Burst Frame Data
|+Psych Burst Frame Data
{{FrameDataHeader-GGST|version=yes|onhit=yes}}
{{FrameDataHeader-GGST|version=yes|onhit=yes}}
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| 22+9 after landing
| 22+9 after landing
| -10
| -10
| 1~45F Full
| +29
| +29
| 1~45F Full
|-
|-
! Blue Burst
! Blue Burst
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| 33+9 after landing
| 33+9 after landing
| -30
| -30
| 1~27F Full
| +11
| +11
| 1~27F Full
|}
|}
*R.I.S.C. Level resets on activation.
*R.I.S.C. Level resets on activation.
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**If activated while airborne, recovery is until landing + 9 frames after landing.
**If activated while airborne, recovery is until landing + 9 frames after landing.
**If activated while airborne, Gold Burst is fully invincible until landing.
**If activated while airborne, Gold Burst is fully invincible until landing.
<!--===Roman Cancel===
{| class="wikitable stripe" style="margin: 1em auto 1em auto;"
|+Roman Cancel Values
! Color !! Tension !! Startup !! Recovery !! On-Block !! Slowdown !! Cancel !! Situation
|-
! [[File:GGST_BlueRC.png|140px]]<br/>Blue
|<center>50%</center>
|<center>6(+39)<br>(effect starts super freeze 20F)</center>
|<center>-</center>
|<center>-</center>
|<center>59F</center>
|<center>During super freeze 5~11F</center>
|
* Performed while in neutral or during movement.
* Shockwave slows down the opponent but doesn't actually hit them. Used to catch opponents doing something other than block, then punish them while they are slowed.
* Has the longest slowdown timer of all the Roman Cancels.
** Slowdown does not end on hit or block. This allows for links that aren't normally possible, like {{clr|K|5K}} into {{clr|S|c.S}}.
|-
! [[File:GGST_RedRC.png|140px]]<br/>Red
|<center>50%</center>
|<center>1(+44)<br>(effect starts super freeze 25F)</center>
|<center>-</center>
|<center>+24</center>
|<center>39F</center>
|<center>During super freeze 7~13F</center>
|
* Performed during the [[GGST/Attack Attributes#Hitstop|hitstop]] of a [[GGST/Attack Attributes#Strike|strike]] or right as a [[GGST/Offense#Throws|throw]] deals damage.
** Window is extended during mid or large [[GGST/Attack Attributes#Counter Hit|Counter Hits]], irrespective of the current action (excluding movement).
* Shockwave [[GGST/Attack Attributes#Launch|launches]] the opponent on hit, causes [[GGST/Attack Attributes#Hard Knockdown|hard knockdown]]. Used to extend combos for more damage and/or better okizeme.
** Hitstop: 0F, Blockstun: 12F
|-
! [[File:GGST_PurpleRC.png|140px]]<br/>Purple
|<center>50%</center>
|<center>6(+39)<br>(effect starts super freeze 20F)</center>
|<center>-</center>
|<center>-</center>
|<center>19F</center>
|<center>During super freeze 8~14F</center>
|
* Performed during a move outside of the Red Roman Cancel window.
* Shockwave slows down the opponent but doesn't actually hit them. Used to stay safe when using committal attacks.
* Certain invincible [[GGST/Offense#Special Moves|specials]] cannot be Purple Roman Canceled unless the opponent is in hitstun or blockstun.
|-
! [[File:GGST_YellowRC.png|140px]]<br/>Yellow
|<center>50%</center>
|<center>14(+28)<br>(effect starts super freeze 12F)</center>
|<center>33</center>
|<center>-16</center>
|<center>9F</center>
|<center>-</center>
|
* Performed while in blockstun.
* Invincible until end of super freeze.
* Counter Hit state during recovery.
* Shockwave puts the opponent into [[GGST/Defense#Guard Crush|Guard Crush]] state on hit, but deals no damage. Used as a defensive "get off me" tool.
** Hitstop: 0F, Blockstun: 17F
** Guard Crush: 43F (including slowdown)
** Applies 50% forced proration on hit.
* Not available when in a Guard Crush state.
* See [[GGST/Defense#Yellow Roman Cancel|Yellow Roman Cancel]] for more information.
|}
==== Dash Input Roman Cancel ====
*** The opponent launches up and away if you don't drift, lower and much farther away if you drift forward, higher and much closer if you drift backwards, much lower and closer if you drift downward, and much higher and closer if you drift upward.
*** Launch duration on a standing opponent: Up (68F) > Back (62F) > Neutral (55F) > Forward (48F) > Down (42F).
=== Cancel the Roman Cancel ===
* During a Roman Cancel Cancel, you can perform charge inputs without charging, as long as the charge direction is input before the Roman Cancel begins (or before hitstop ends). For example, {{Character Label|GGST|May|label=May}} can {{clr|H|46H}} instead of {{clr|H|[4]6H}}.
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+ Roman Cancel Slowdown Values
|-
! Color
! Slowdown (No Cancel) !! Slowdown (Cancel Frame 1) !! Slowdown (Cancel Frames 2~7)
|-
! Blue
| 59F || 33F || 31F
|-
! Red
| 39F || 23F || 21F
|-
! Purple
| 19F || 13F || 11F
|-
|}
Note: Consult the Roman Cancel Values table above for each color's cancel window.
<br style="clear:both;"/>-->


==Navigation==
==Navigation==
{{#lst:GGST/Navigation}}
{{GGST/Navigation}}

Revision as of 00:04, 26 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
GGST Bedman Icon.png Bedman 24/1-6 strike invuln/1-17 airborne
GGST A.B.A Icon.png A.B.A 24
GGST A.B.A Icon.png A.B.A (Jealous Rage) 16
GGST Anji Mito Icon.png Anji Mito 20/1-5 strike invuln/1-15 airborne
GGST Asuka R Icon.png Asuka R 21/1-5 strike invuln/1-18 airborne
GGST Asuka R Icon.png Asuka R (No Mana) 21/1~5 strike invuln/1~18 airborne
GGST Axl Low Icon.png Axl Low 20/1-5 strike invuln/1-15 airborne
GGST Baiken Icon.png Baiken 21/1-5 strike invuln/1-15 airborne
GGST Bridget Icon.png Bridget 17/1-4 strike invuln/1-12 airborne
GGST Chipp Zanuff Icon.png Chipp Zanuff 20/1-5 strike invuln/1-19 airborne
GGST Elphelt Valentine Icon.png Elphelt Valentine 20/1-5 strike invuln/1~15 airborne
GGST Faust Icon.png Faust 20/1-5 strike invuln/1-15 airborne
GGST Giovanna Icon.png Giovanna 19/1-5 strike invuln/1-13 airborne
GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson 22/1-6 strike invuln/1-11 airborne
GGST Happy Chaos Icon.png Happy Chaos 18/1-5 strike invuln/1-13 airborne
GGST I-No Icon.png I-No 20/1-5 strike invuln/1-15 airborne
GGST Jack-O' Icon.png Jack-O 18/1-5 strike invuln/1-13 airborne
GGST Johnny Icon.png Johnny 18/1-5 strike invuln/1-16 airborne
GGST Ky Kiske Icon.png Ky Kiske 20/1-5 strike invuln/1-15 airborne
GGST Leo Whitefang Icon.png Leo Whitefang 20/1-5 strike invuln/1-15 airborne
GGST Leo Whitefang Icon.png Leo Whitefang (Brynhildr Stance) 17
GGST May Icon.png May 16/1-4 strike invuln/1-11 airborne
GGST Millia Rage Icon.png Millia Rage 16/1-4 strike invuln/1-11 airborne
GGST Nagoriyuki Icon.png Nagoriyuki 23/1-6 strike invuln/1-16 airborne
GGST Potemkin Icon.png Potemkin 24/1-6 strike invuln/1-17 airborne
GGST Ramlethal Valentine Icon.png Ramlethal Valentine 20/1-5 strike invuln/1-15 airborne
GGST Sin Kiske Icon.png 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
GGST Sol Badguy Icon.png Sol Badguy 20/1-5 strike invuln/1-15 airborne
GGST Testament Icon.png Testament 18/1-5 strike invuln/1-15 airborne
GGST Zato-1 Icon.png 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
GGST Bedman Icon.png Bedman 5.6 4.5 11.0 0.42 100
GGST A.B.A Icon.png A.B.A 4.4 3.8 6.0 0.15 100
GGST A.B.A Icon.png A.B.A (Jealous Rage) 10.0 3.8 24.5 0.77 85
GGST Anji Mito Icon.png Anji Mito 5.6 4.9 13.5 0.555 100
GGST Asuka R Icon.png Asuka R 6.0 5.0 12.5 0.5 90
GGST Asuka R Icon.png Asuka R (No Mana) 6.0 5.0 12.5 0.5 90
GGST Axl Low Icon.png Axl Low 5.2 4.9 13.1 0.416 100
GGST Baiken Icon.png Baiken 4.9 4.725 11.2 0.605 105
GGST Bridget Icon.png Bridget 7.0 5.2 14.0 0.476 100
GGST Chipp Zanuff Icon.png Chipp Zanuff 8.8 6.8 24.5 0.761 85
GGST Elphelt Valentine Icon.png Elphelt Valentine 6.3 4.8 15.4 0.56 100
GGST Faust Icon.png Faust 4.4 7.7 14.0 0.416 100
GGST Giovanna Icon.png Giovanna 10.0 8.0 42.0 0 5.5556
GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson 6.3 5.2 10.0 0.297 100
GGST Happy Chaos Icon.png Happy Chaos 8.8 6.8 13.5 0.396 100
GGST I-No Icon.png I-No 6.1 4.8 18.0
GGST Jack-O' Icon.png Jack-O 6.6 5.0 11.9 0.555 100
GGST Jack-O' Icon.png Jack-O (Backward Dash) 6.6 5.0 13.0 0 -125
GGST Johnny Icon.png Johnny
GGST Ky Kiske Icon.png Ky Kiske 6.6 5.0 15.0 0.555 100
GGST Ky Kiske Icon.png Ky Kiske (Dragon Install) 8.6 6.0 20.0 0.555 100
GGST Leo Whitefang Icon.png Leo Whitefang 6.3 5.2 18.0 1~12f: 0.500; 13~21f: 0 1~12f: 0; 13~21f: 10
GGST Leo Whitefang Icon.png Leo Whitefang (Brynhildr Stance) 10.0 8.0 24.0
GGST May Icon.png May 5.6 4.8 13.8 0.446 100
GGST Millia Rage Icon.png Millia Rage 7.9 6.1 20.6 0.623 90
GGST Nagoriyuki Icon.png Nagoriyuki 5.0 5.0
GGST Potemkin Icon.png Potemkin 5.6 4.8
GGST Ramlethal Valentine Icon.png Ramlethal Valentine 7.0 5.2 15.7 0.4 100
GGST Sin Kiske Icon.png Sin Kiske 6.3 4.9 14.0 0.56 100
GGST Sol Badguy Icon.png Sol Badguy 7.9 4.8 13.1 0.555 95
GGST Testament Icon.png Testament 5.6 4.5 11.5 0.555 95
GGST Zato-1 Icon.png 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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