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==Fire Table== | ==Fire Table== | ||
{{MiniMoveCard|game=GGST|chara=Happy Chaos|input=214S H|label={{clr|S|214S}} Fire}} 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 {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=22P|label={{clr|P|22P}}}} the frame advantage depends on how many bullets are reloaded. {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire}} has 23 frames of blockstun and can be done at anytime allowing for up to +23 as long as the reticle is on the opponent. | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=214S H|label={{clr|S|214S}} Fire}} 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 {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=22P|label={{clr|P|22P}}}} the frame advantage depends on how many bullets are reloaded. {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire}} has 23 frames of blockstun and can be done at anytime allowing for up to +23 at any time as long as the reticle is on the opponent. | ||
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Revision as of 07:25, 3 July 2022
Glossary
System Data Glossary | |
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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. |
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. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
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. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Pre-Instant Air Dash | The minimum number of frames before a character can initiate an air dash from neutral. |
Air Dash Duration | The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled. |
Air Backdash Duration | The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled. |
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 | |
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Damage | The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense. |
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 move. 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. |
On-Block | After blocking this attack, how soon the attacker can act compared to the defender.
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. |
On-Hit | After getting hit by this attack, how soon the attacker can act compared to the defender.
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. |
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 Type | The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large. |
Invuln | Attribute and hitbox invincibility for this move. |
Proration | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
R.I.S.C. Gain | 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. |
R.I.S.C. Loss | 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. |
Input Tension | 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. |
Chip Ratio | The percentage of this attack's base damage that is still dealt as chip damage on block. |
Wall Damage | The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects. |
OTG Ratio | The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||
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※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery. | ||||||||||||||||||||||||||||||||||||||||||
For more values, see GGST/Frame Data |
System Data
- Core Data
- Jump Data
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 | 10 | +1 | +4 | 2000 | 1000 | 3 | Mid | 100% | ||
f.S | 30 | All | 10 | 7 | 21 | -14 | -11 | 1500 | 1000 | 2 | Mid | 90% | ||
5D | 40 | High | 20 | 3 | 26 | -15 | 0 | 1125 | 3000 [1000] | 2 | Mid | 80% | ||
5[D] | 50 | High | 28 | 3 | 26 | -10 | KD +36 | 1875 | 1500 [1000] | 4 | Mid | 100% | ||
2P | 18 | All | 5 | 2 | 10 | -2 | +1 | 500 | 1500 | 0 | Small | 80% | ||
2K | 21 | Low | 7 | 4 | 12 | -4 | -1 | 750 | 1000 | 1 | Small | 5-10F Low Profile | 70% | |
2S | 29 | Low | 11 | 3 | 18 | -7 | -4 | 1125 | 1000 | 2 | Mid | 90% | ||
2D | 33 | Low | 10 | 3 | 19 | -8 | HKD +52 | 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 | 16 | 5 | 16 | -7 | -4 | 1125 | 1000 | 2 | Mid | 90% | ||
6S | 45 | All | 12 | 7 | 24 | -14 | KD +24 | 2000 | 1000 | 3 | Mid | 90% | ||
j.P | 17 | High | 5 | 2 | 18 | - | - | 375 | 1000 | 0 | Small | 80% | ||
j.K | 21 | High | 7 | 3 | 18 | - | - | 750 | 1000 | 1 | Small | 80% | ||
j.S | 33 | High | 10 | 4 | 23 | +2 (IAD) | +5 (IAD) | 1125 | 1000 | 2 | Mid | 80% | ||
j.D | 37 | High | 11 | 4 | 21 | +3 (IAD) | +6 (IAD) | 1125 | 1000 | 2 | Mid | 80% | ||
j.2K | 44 | High | 10 | 5 | 16 [11] | +2 (IAD, airborne) | +5 (IAD, airborne) | 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 | - | - | - | - | Total 12 | - | - | - | ||||||
236S | At the Ready | 42 | All | 9 | 3 | 13 | +3 | KD +48 | 2500 | 2000 | 4 | Large | 90% | ||
236S H | Fire | 20 [30] | All | 1 | 2 | +23 | +26 | 500 | 1000 | 1 | Very Small | 80% | |||
214S | Steady Aim | - | - | - | - | Total 18 | - | - | - | ||||||
214S H | Fire | 35 [55] | All (Guard Crush) | 1 | 2 | 43 | More info | KD | 500 | 1000 | 3 | Very Small | 80% | ||
236S 2H | Cancel Aim | - | - | - | - | 0 [9] | - | - | - | ||||||
214S 214S | Cancel Aim | - | - | - | - | Total 16 | - | - | - | ||||||
22P | Reload | - | - | 23 | - | Total 23~77 | - | - | - | ||||||
214P | Focus | - | - | 41 | - | Total 46 | - | - | - | ||||||
214K | Roll | - | - | - | - | 35 total | - | - | - | 4-15F 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 | 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 | 18, 1×17, 92 | All | 13+(193 Flash)+7 | -25 | HKD +31 | 100×19 | 1000 (Once) | 2×18, 4 | Small | 100% | ||||
214214P | Super Focus | - | - | 5 | (52 Flash) | Total 11 | - | - | - |
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 | - | HKD +43 | 2500 | - | 50% | ||||
Air Throw | 80 | Air Throw | 2 | 3 | 38 or Until Landing+10 | - | HKD +44 (IAD) | 2500 | 50% | |||||
Wild Assault | 30 | All (Guard Crush) | 20~31 | 3 | 20 | +13 | Stagger +12 | 2500 | 3000 | 4 | Mid | 90% | ||
Charged Wild Assault | 50 | All (Guard Crush) | 32 | 3 | 20 | +17 | HKD +71 | 2500 | 2000 | 4 | Mid | 100% | ||
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.
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 |
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21 | 1 |
30 | 2 |
39 | 3 |
48 | 4 |
57 | 5 |
66 | 6 |
Fire Table
214S FireGuardAll (Guard Crush)Startup1Recovery43AdvantageMore 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 22PGuard-Startup23RecoveryTotal 23~77Advantage- the frame advantage depends on how many bullets are reloaded. FireGuardAllStartup1RecoveryAdvantage+23 has 23 frames of blockstun and can be done at anytime allowing for up to +23 at any time as long as the reticle is on the opponent.
Gatling Table
- X = X is available on hit or block
- X[+] = X is available on whiff
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall