GGST/Goldlewis Dickinson/Frame Data

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Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
startup Number of frames for this move to reach its first active frame (includes the first active frame).
active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
recovery Number of frames this move is in a recovery state before returning to neutral.
onBlock After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else.

onHit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

riscGain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln Attribute and hitbox invincibility for this move.
prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Attack Level Values
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)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Goldlewis Dickinson -10 3 5 Heavy 22/1~6 strike invuln/1~11 airborne No Double Jump 28.0
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
31 273.0 38 419.9 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 26 All 7 3 6 +3 +6 1 Small none 80% 1000 1500
5K 33 Low 10 9 12 -7 -4 2 Small none 70% 1125 1000
c.S 39 All 7 6 12 +1 +4 4 Mid none 100% 2500 1000
f.S 31 All 10 3 18 -7 -4 2 Mid none 90% 1500 1000
5H 41 All 19 6 15 -2 +1 4 Large none 90% 2500 1000
5D 50 High 20 3 26 -15 0 2 Mid none 80% 1125 3000 [1000]
5[D] 62 High 28 3 26 -10 KD +36 4 Mid none 100% 1875 1500 [1000]
6P 39 All 12 6 27 -19 -16 2 Mid 1~2 Upper Body
3~17 Above Knees
90% 1500 1000
6H 65 All 25 3 30 -14 KD +35 4 Large none 90% 2500 1000
2P 23 All 5 3 6 +3 +6 1 Small none 80% 1000 1500
2K 26 Low 8 3 11 -3 0 1 Small none 70% 750 1000
2S 29 All 13 3 20 -9 -6 2 Mid none 90% 1500 1000
2H 43 All 20 4 30 -15 KD +28 4 Large none 90% 2500 1000
2D 34 Low 14 3 24 -10 HKD +43 3 Large none 90% 1500 1000
j.P 25 High 6 3 12 0 Small none 80% 375 1000
j.K 29 High 9 4 17 1 Small none 80% 750 1000
j.S 37 High 11 11 13 +8 (IAD) +11 (IAD) 2 Mid none 80% 1125 1000
j.H 43 High 15 4 20 2 Mid none 80% 1125 1000
j.D 47 High 14 10 14 +13 (IAD) +16 (IAD) 3 Mid none 80% 1500 1000

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
41236H Behemoth Typhoon (426) 70 All (Guard Crush) 12 20 18 +12~+16 HKD +67 [HKD +84] 4 Mid none 90% 2500 1000
j.41236H Air Behemoth Typhoon (426) 70 All 12 20 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
63214H Behemoth Typhoon (624) 70 All (Guard Crush) 12 20 21 -5 HKD +50 4 Mid none 90% 2500 1000
j.63214H Air Behemoth Typhoon (624) 70 All 12 20 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
23698H Behemoth Typhoon (268) 70 All (Guard Crush) 12 15 18 +3~14 HKD +76 4 Mid none 90% 2500 1000
j.23698H Air Behemoth Typhoon (268) 70 All 12 15 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
21478H Behemoth Typhoon (248) 70 Low (Guard Crush) 12 15 18 +3 HKD +71 4 Mid none 90% 1875 1000
j.21478H Air Behemoth Typhoon (248) 70 All 12 15 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
69874H Behemoth Typhoon (684) 70 All* (Guard Crush) 12 20 21 -5 HKD +50 4 Mid none 90% 2500 1000
j.69874H Air Behemoth Typhoon (684) 70 All 12 20 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
47896H Behemoth Typhoon (486) 70 High (Guard Crush) 12 20 18 +14~15 HKD +78 4 Mid none 80% 2500 1000
j.47896H Air Behemoth Typhoon (486) 70 All 12 20 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
87412H Behemoth Typhoon (842) 70 Low (Guard Crush) 12 15 18 +16 HKD +70 4 Mid none 90% 1875 1000
j.87412H Air Behemoth Typhoon (842) 70 All 12 15 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
89632H Behemoth Typhoon (862) 70 High (Guard Crush) 12 15 18 +12 HKD +59 4 Mid none 80% 1875 1000
j.89632H Air Behemoth Typhoon (862) 70 All 12 20 Until landing+10 -25~+7 HKD 4 Mid none 90% 2500 1000
214S Level 1 Thunderbird (Level 1) 10, 30 All 57 24 42 Total 2 Very Small none 80% 100×2 1000
214S Level 2 Thunderbird (Level 2) 10×2, 30 All 57 84 38 Total KD 2 Very Small none 80% 100×3 1000
214S Level 3 Thunderbird (Level 3) 10×3, 30 All 57 144 34 Total HKD 2 Very Small none 80% 100×4 1000
236S Level 1 Skyfish (Level 1) 5×10 All 35 84 Total -13 -10 0 Very Small none 80% 100×10 1000
236S Level 2 Skyfish (Level 2) 5×20 All 30 80~109 Total -13 KD +18 0 Very Small none 80% 100×20 1000
236S Level 3 Skyfish (Level 3) 5×30 All 25 75~134 Total -13 HKD +64 0 Very Small none 80% 100×30 1000

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
632146P Down With The System 160 [160,25] All 6+(135 Flash)+4 5 46 -33 HKD +62 3 Mid 1~14 All 100% 2000 1000 [1000x2]
720P Down With The System (720) 175 [160,25×2] All 11+(191 Flash)+4 5 46 -33 3 Mid 1~19 All 100% 2000 1000 [1000×3]
1080P Down With The System (1080) 190 [160,25×3] All 16+(230 Flash)+4 5 46 -33 3 Mid 1~24 All 100% 2000 1000 [1000×4]
236236K Level 1 Burn It Down (Level 1) 8×10 All 13+(84 Flash)+79 52 27 Total 2 Small none 100% 100x10 1000
236236K Level 2 Burn It Down (Level 2) 8×15 All 13+(84 Flash)+79 72 27 Total 2 Small none 100% 100x15 1000
236236K Level 3 Burn It Down (Level 3) 8×20 All 13+(84 Flash)+79 92 27 Total 2 Small none 100% 100x20 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 80 Ground Throw 2 3 38 HKD +54 none 50% (75%) 2500
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +47 (IAD) none 50% (75%) 2500
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Goldlewis Dickinson 5P.pngGuard:
All
Startup:
7
Recovery:
6
Advantage:
+3
6P - - 6H - Special, Super
2PGGST Goldlewis Dickinson 2P.pngGuard:
All
Startup:
5
Recovery:
6
Advantage:
+3
6P - - 6H - Special, Super
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
- - - - - Special, Super
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
6P - - 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Goldlewis Dickinson 2K.pngGuard:
Low
Startup:
8
Recovery:
11
Advantage:
-3
6P - - 6H 5D, 2D Special, Super
c.SGGST Goldlewis Dickinson c.S.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
+1
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
- - - 5H, 2H - Special, Super
2SGGST Goldlewis Dickinson 2S.pngGuard:
All
Startup:
13
Recovery:
20
Advantage:
-9
- - - 5H, 2H - Special, Super
5HGGST Goldlewis Dickinson 5H.pngGuard:
All
Startup:
19
Recovery:
15
Advantage:
-2
- - - - - Special, Super
2HGGST Goldlewis Dickinson 2H.pngGuard:
All
Startup:
20
Recovery:
30
Advantage:
-15
- - - - - Special, Super
6HGGST Goldlewis Dickinson 6H.pngGuard:
All
Startup:
25
Recovery:
30
Advantage:
-14
- - - - - Special, Super
5DGGST Goldlewis Dickinson 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Goldlewis Dickinson 2D.pngGuard:
Low
Startup:
14
Recovery:
24
Advantage:
-10
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Goldlewis Dickinson jP.pngGuard:
High
Startup:
6
Recovery:
12
Advantage:
- - - - - Special
j.KGGST Goldlewis Dickinson jK.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
- - - - j.D Forward Air Dash, Special
j.SGGST Goldlewis Dickinson jS.pngGuard:
High
Startup:
11
Recovery:
13
Advantage:
+8 (IAD)
- - - j.H j.D Forward Air Dash, Special
j.HGGST Goldlewis Dickinson jH.pngGuard:
High
Startup:
15
Recovery:
20
Advantage:
- - - - j.D Forward Air Dash, Special
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:
+13 (IAD)
- - - - - Forward Air Dash, Special
X = X is available on hit or block

Security Gauge

Once Security Gauge begins increasing, it takes 2s to reach Security Level 2 then an additional 6s to reach Security Level 3 for a total of 8s to reach Security Level 3.

Datamining notes

Implemented as a float that decrements over time, opposite of the visual indicator which appears to increase over time. Starts at 580.0 and steadily decreases by roughly ~2.436 per frame until Security Level 2 is reached at 290.0 at which point it decreases by 1/3 the rate (~0.812 per frame).

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