GGST/Happy Chaos/Frame Data

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Happy Chaos


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
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 multiplied by this modifier.
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 standing/crouching 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.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Happy Chaos 1.03 1 4 Normal 18/1~5 strike invuln/1~13 airborne Roll 1.1248
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
42 409.5 49 567.6 3 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 21 All 5 4 7 -1 +2 0 Small 80% 500 1500
5K 25 All 6 3 12 -3 0 1 Small 90% 1000 1000
c.S 38 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 30 All 10 7 21 -14 -11 2 Mid 90% 1500 1000
5D 40 High 20 3 26 -15 0 2 Mid 80% 1125 3000
5[D] 50 High 28 3 26 -10 KD 4 Mid 100% 1875 1500
2P 18 All 5 2 10 -2 +1 0 Small 80% 500 1500
2K 21 Low 7 4 12 -4 -1 1 Small 70% 750 1000
2S 29 Low 11 3 18 -7 -4 2 Mid 90% 1125 1000
2D 33 Low 10 3 19 -8 KD 2 Large 90% 1125 1000
6P 26 All 9 5 25 -16 -13 2 Mid 1~3 Upper Body
4~13 Above Knees
90% 1500 1000
6K 28 Low 14 5 16 -7 -4 2 Mid 90% 1125 1000
6S 45 All 12 7 24 -14 KD 3 Mid 90% 2000 1000
j.P 17 High 5 2 18 - - 0 Small 80% 375 1000
j.K 21 High 7 3 18 - - 1 Small 80% 750 1000
j.S 33 High 10 4 23 - - 2 Mid 80% 1125 1000
j.D 37 High 11 4 21 - - 2 Mid 80% 1125 1000
j.2K 44 High 10 5 16 [11] - - 2 Small 80% 1125 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
H At the Ready - - - - Total 12 - - -
236S At the Ready 42 All 9 3 13 +3 KD 4 Large 90% 2500 2000
236S H Fire 30 [20] All 1 2 +23 +26 1 Very Small 80% 500 1000
214S Steady Aim - - - - Total 18 - - -
214S H Fire 55 [35] Guard Crush (43f) [All] 1 2 43 More info KD 3 Very Small 80% 500 1000
236S 2H Cancel Aim - - - - 0 [9] - - -
214S 214S Cancel Aim - - - - Total 16 - - -
22P Reload - - 23 - 23~77 total - - -
214P Focus - - - - 46 total - - -
214K Roll - - - - 35 total - - - 4~15 Upper Body
236K Scapegoat - - 10 180 [45] 43 total - - - 10~30F Airborne
236P Curse - - - - 29 total - - -


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
632146S Deus Ex Machina 20, 1×17, 100 All 13+(193 Flash)+7 -25 KD 2×18, 4 Small 100% 100×19 1000 (Once)
214214P Super Focus - - 5 (52 Flash) 6 - - -


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 +43 - 50% 2500
Air Throw 80 Air Throw 2 3 Until landing+10 - HKD - 50% 2500
Dash Cancel Total 26


Steady Aim Concentration

The amount of Concentration used when in Steady Aim varies by exact distance between Chaos and the opponent. Note that this changes even during Steady Aim, thus shooting an opponent further away will increase the concentration usage if remaining in the stance, while an opponent approaching Chaos will gradually decrease the usage. The below table demonstrates the ranges it changes at, and the amount of Concentration used each frame, relative to a median amount.

Distance Ratio Concentration
420GGST Happy Chaos Frame Data Distance 420.jpgAny closer than or equal to this spacing. 70% 4.9
> 420GGST Happy Chaos Frame Data Distance 420.jpgUp to 120 units further than this spacing. 80% 5.6
> 540GGST Happy Chaos Frame Data Distance 540.jpgUp to 120 units further than this spacing. 90% 6.3
> 660GGST Happy Chaos Frame Data Distance 660.jpgUp to 120 units further than this spacing. 100% 7
> 780GGST Happy Chaos Frame Data Distance 780.jpgUp to 60 units further than this spacing. 110% 7.7
> 840GGST Happy Chaos Frame Data Distance 840.jpgUp to 60 units further than this spacing. 120% 8.4
> 900GGST Happy Chaos Frame Data Distance 900.jpgAny further than this spacing. 130% 9.1

Frames to reload

Happy Chaos reloads 1 bullet per 9 frames with the the first bullet being reloaded on frame 21 and the move being cancellable on frame 23.

Frames Bullets reloaded
21 1
30 2
39 3
48 4
57 5
66 6

Fire Table

214S FireGGST Happy Chaos 214S H.pngGuard:
Guard Crush (43f) [All]
Startup:
1
Recovery:
43
Advantage:
More info
has 30 frames of blockstun when unfocused and 43 frames of guard crush blockstun when focused. This move has the benefit of being special cancelable which allows Chaos to cancel Fire into other specials for different degrees of advantage. This chart helps add clarity to how much advantage you have. For 22PGGST Happy Chaos 22P.pngGuard:
-
Startup:
23
Recovery:
23~77 total
Advantage:
-
the frame advantage depends on how many bullets are reloaded. FireGGST Happy Chaos H.pngGuard:
All
Startup:
1
Recovery:
-
Advantage:
+23
has 23 frames of blockstun and can be done at anytime allowing for up to +23 at will as long as the reticle is on the opponent.

Steady Aim Shoot Cancel Frame Data
Move
Unfocused Focused
214SGGST Happy Chaos 214S Cancel.pngGuard:
-
Startup:
-
Recovery:
Total 16
Advantage:
-
+14 +27
22PGGST Happy Chaos 22P.pngGuard:
-
Startup:
23
Recovery:
23~77 total
Advantage:
-
+7, 0, -9, -18, -27, -36 +20, +13, +4, -5, -14, -23
214PGGST Happy Chaos 214P.pngGuard:
-
Startup:
-
Recovery:
46 total
Advantage:
-
-16 -3
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
+1 +14
236KGGST Happy Chaos 236K.pngGuard:
-
Startup:
10
Recovery:
43 total
Advantage:
-
-13 0
214KGGST Happy Chaos 214K.pngGuard:
-
Startup:
-
Recovery:
35 total
Advantage:
-
-5 +8
214214PGGST Happy Chaos Super Focus.pngGuard:
-
Startup:
5
Recovery:
6
Advantage:
-
+19 +32


Super Focus Table

normal > 214214P is generally plus due to gatlings but using this is not advised as the frame advantage is low and pushback from FD block allows for RPS. However there are situations where this must be done to regain concentration.

214214P Cancel Frame Data
Move
On block On hit
Attack Lv 05P, 2P -2 +1
Attack Lv 15K, 2K 0 +3
Attack Lv 26P, f.S, 2S, 2D, 6K +2 +5
Attack Lv 3c.S, 6S +5 +8

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Happy Chaos 5P.pngGuard:
All
Startup:
5
Recovery:
7
Advantage:
-1
6P 6K 6S - - Special, Super
2PGGST Happy Chaos 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6P 6K 6S - - Special, Super
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
- - - - - Special, Super
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
6P 6K 6S - 5D, 2D Jump, Special, Super
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
6P 6K 6S - 5D, 2D Special, Super
6KGGST Happy Chaos 6K.pngGuard:
Low
Startup:
14
Recovery:
16
Advantage:
-7
- - - - - Special, Super
c.SGGST Happy Chaos cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P 6K f.S ,2S, 6S - 5D,2D Jump, Special, Super
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
- - - - - Special, Super
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - - - - Special, Super
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
- - - - - Special, Super
5DGGST Happy Chaos 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Happy Chaos jP.pngGuard:
High
Startup:
5
Recovery:
18
Advantage:
-
j.P j.2K - - - -
j.KGGST Happy Chaos jK.pngGuard:
High
Startup:
7
Recovery:
18
Advantage:
-
- j.2K - - j.D Jump, Forward Air Dash
j.2KGGST Happy Chaos j2K.pngGuard:
High
Startup:
10
Recovery:
16 [11]
Advantage:
-
- - - - - -
j.SGGST Happy Chaos jS.pngGuard:
High
Startup:
10
Recovery:
23
Advantage:
-
- - - - j.D Jump, Forward Air Dash
j.DGGST Happy Chaos jD.pngGuard:
High
Startup:
11
Recovery:
21
Advantage:
-
- - - - - Jump, Forward Air Dash
X = X is available on hit or block

Navigation

Happy Chaos
Ambox notice.png To edit frame data, edit values in GGST/Happy Chaos/Data.