GGST/Happy Chaos/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 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 Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance The amount of R.I.S.C. Level characters gain when blocking is multiplied by this R.I.S.C. Gain Modifier.
Jump Duration Jump Duration in total frames, if uncanceled.
Jump Height Jump Height in total in-game units of distance.
High Jump Duration High Jump Duration in total frames, if uncanceled.
efiad Earliest Forward Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Forward Air Dash can be performed.
ebiad Earliest Back Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Back Air Dash can be performed.
fadd Forward Air Dash Duration in frames. An /X number represents the earliest frame a Forward Air Dash can be canceled into Faultless Defense.
badd Back Air Dash Duration in frames.
fadat Forward Air Dash Attack Transition in frames. The minimum amount of frames after a Forward Air Dash that an attack can be performed.
badat Back Air Dash Attack Transition in frames. The minimum amount of frames after a Back Air Dash that an attack can be performed.
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.
RiscLoss How much the R.I.S.C. Level decreases when this attack hits.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. 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.


System Data

name icon defense guts guardBalance prejump backdash forwarddash weight jump duration high jump duration jump height efiad ebiad fadd badd fadat badat
Happy Chaos
GGST_Happy_Chaos_Icon.png
1.03 1 1.1248 4 18/1~5 strike invuln/1~13 airborne Normal 42 49 3 3 25/19 12 18 6

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
Input Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
5P 21 All 5 4 7 -1 +2 500 1500 0 Small 80%
5K 25 All 6 3 12 -3 0 1000 1000 1 Small 90%
c.S 38 All 7 6 13 -2 +1 2000 1000 3 Mid 100%
f.S 30 All 10 7 29 -22 -19 1500 1000 2 Mid 90%
5D 40 High 20 3 26 -15 0 1125 3000 2 Mid 80%
5[D] 50 High 28 3 26 -10 KD 1875 1500 4 Mid 100%
2P 18 All 6 2 10 -2 +1 500 1500 0 Small 80%
2K 21 Low 7 4 12 -4 -1 750 1000 1 Small 70%
2S 29 Low 11 3 18 -7 -4 1125 1000 2 Mid 90%
2D 33 Low 10 3 19 -8 KD 1125 1000 2 Large 90%
6P 26 All 9 5 25 -16 -13 1500 1000 2 Mid 1~3 Upper Body
4~13 Above Knees
90%
6K 28 Low 14 5 16 -7 -4 1125 1000 2 Mid 90%
6S 45 All 12 7 24 -14 KD 2000 1000 3 Mid 90%
j.P 17 High 5 2 18 NA NA 375 1000 0 Small 80%
j.K 21 High 7 3 18 NA NA 750 1000 1 Small 80%
j.S 33 High 10 4 23 NA NA 1125 1000 2 Mid 80%
j.D 37 High 11 4 21 NA NA 1125 1000 2 Mid 80%
j.2K 44 High 12 5 16 NA NA 1125 1000 2 Small 80%


Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
Input Name Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
H At the Ready NA NA 0 NA NA NA NA NA
236S At the Ready 42 All 9 3 16 0 KD 2500 1000 4 Large 100%
236S H Fire 30 [20] All 1 2 NA 500 1000 1 Small 80%
214S Steady Aim NA NA 18 NA NA NA NA NA
214S H Fire 60 [40] Guard Crush [All] 1 2 43 +10* 500 1000 3 Small 80%
236S 2H Cancel Aim NA NA NA NA NA NA NA NA
214S 214S Cancel Aim NA NA NA NA 28 total NA NA NA
22P Reload NA NA 23 NA 23~77 total NA NA NA
214P Focus NA NA NA NA 46 total NA NA NA
214K Roll NA NA NA NA 35 total NA NA NA 4~15 Upper Body
236K Scapegoat NA NA 10 NA 43 total NA NA NA
236P Curse NA NA NA NA 29 total NA NA NA


Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
Input Name Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
632146S Deus Ex Machina 20, 1x17, 100 All 13+(193 Flash)+7 -25 KD 100, 50x18 1000 (Once) 2x18, 4 Small 100%
214214P Super Focus NA NA 5 (52 Flash) 6 NA NA NA


Other

Name Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
Name Damage Guard Startup Active Recovery On-Block On-Hit riscGain riscLoss Attack Level Counter Type Invuln Proration
Ground Throw 80 Ground Throw 2 3 38 NA HKD 2500 NA 50%
Air Throw 80 Air Throw 2 3 Until landing+10 NA HKD 2500 NA 50%


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGST Happy Chaos 5P.png
Guard:
All
Startup:
5
Recovery:
7
Advantage:
-1
6P 6K 6S - - Sp
2P
GGST Happy Chaos 2P.png
Guard:
All
Startup:
6
Recovery:
10
Advantage:
-2
6P 6K 6S - - Sp
6P
GGST Happy Chaos 6P.png
Guard:
All
Startup:
9
Recovery:
25
Advantage:
-16
- - - - - Sp
5K
GGST Happy Chaos 5K.png
Guard:
All
Startup:
6
Recovery:
12
Advantage:
-3
6P 6K 6S - 5D, 2D Jump, Sp
2K
GGST Happy Chaos 2K.png
Guard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
6P 6K 6S - 5D, 2D Sp
6K
GGST Happy Chaos 6K.png
Guard:
Low
Startup:
14
Recovery:
16
Advantage:
-7
- - - - - Sp
c.S
GGST Happy Chaos cS.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-2
6P 6K f.S ,2S, 6S - 5D,2D Jump, Sp
f.S
GGST Happy Chaos fS.png
Guard:
All
Startup:
10
Recovery:
29
Advantage:
-22
- - - - - Sp
2S
GGST Happy Chaos 2S.png
Guard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - - - - Sp
6S
GGST Happy Chaos 6S.png
Guard:
All
Startup:
12
Recovery:
24
Advantage:
-14
- - - - - Sp
5D
GGST Happy Chaos 5D.png
Guard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2D
GGST Happy Chaos 2D.png
Guard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGST Happy Chaos jP.png
Guard:
High
Startup:
5
Recovery:
18
Advantage:
NA
j.P j.2K - - - -
j.K
GGST Happy Chaos jK.png
Guard:
High
Startup:
7
Recovery:
18
Advantage:
NA
- j.2K - - j.D Jump, Dash
j.2K
GGST Happy Chaos j2K.png
Guard:
High
Startup:
12
Recovery:
16
Advantage:
NA
- - - - - -
j.S
GGST Happy Chaos jS.png
Guard:
High
Startup:
10
Recovery:
23
Advantage:
NA
- - - - j.D Jump, Dash
j.D
GGST Happy Chaos jD.png
Guard:
High
Startup:
11
Recovery:
21
Advantage:
NA
- - - - - Jump, Dash
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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