GGST/Happy Chaos/Frame Data: Difference between revisions

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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 at any time 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 will as long as the reticle is on the opponent.


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Revision as of 07:25, 3 July 2022

 Happy Chaos



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.
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  
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.
  • 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.

On-Hit 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.

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
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
Error: No field named "weight" found for any of the specified database tables.
Jump Data
Error: No field named "efiad" found for any of the specified database tables.

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 20~31 3 20 +13 Stagger +12 2500 3000 4 Mid 90%
Wild Assault 50 All 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.

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.pngGuardAll (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 22PGGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage- the frame advantage depends on how many bullets are reloaded. FireGGST Happy Chaos H.pngGuardAllStartup1RecoveryAdvantage+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-RecoveryTotal 16Advantage- +14 +27
22PGGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage- +7, 0, -9, -18, -27, -36 +20, +13, +4, -5, -14, -23
214PGGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage- -16 -3
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- +1 +14
236KGGST Happy Chaos 236K.pngGuard-Startup10Recovery43 totalAdvantage- -13 0
214KGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- -5 +8
214214PGGST Happy Chaos Super Focus.pngGuard-Startup5RecoveryTotal 11Advantage- +19 +32

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Happy Chaos 5P.pngGuardAllStartup5Recovery7Advantage-1 6P 6K 6S - - Special, Super
2PGGST Happy Chaos 2P.pngGuardAllStartup5Recovery10Advantage-2 6P 6K 6S - - Special, Super
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16 - - - - - Special, Super
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3 6P 6K 6S - 5D, 2D Jump, Special, Super
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4 6P 6K 6S - 5D, 2D Special, Super
6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7 - - - - - Special, Super
c.SGGST Happy Chaos cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S ,2S, 6S - 5D,2D Jump, Special, Super
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14 - - - - - Special, Super
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 - - - - - Special, Super
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 - - - - - Special, Super
5DGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Happy Chaos jP.pngGuardHighStartup5Recovery18Advantage- j.P j.2K - - - -
j.KGGST Happy Chaos jK.pngGuardHighStartup7Recovery18Advantage- - j.2K - - j.D Jump, Forward Air Dash
j.2KGGST Happy Chaos j2K.pngGuardHighStartup10Recovery16 [11]Advantage+2 (IAD, airborne) - - - - - -
j.SGGST Happy Chaos jS.pngGuardHighStartup10Recovery23Advantage+2 (IAD) - - - - j.D Jump, Forward Air Dash
j.DGGST Happy Chaos jD.pngGuardHighStartup11Recovery21Advantage+3 (IAD) - - - - - Jump, Forward Air Dash
X = X is available on hit or block
X[+] = X is available on whiff

Navigation

 Happy Chaos



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