GGST/Happy Chaos/Frame Data

From Dustloop Wiki
< GGST‎ | Happy Chaos
Revision as of 18:07, 17 January 2022 by Triplicity (talk | contribs) (→‎Glossary: Broken template)



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

Error: No field named "weight" 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

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Happy Chaos 5P.pngGuardAllStartup5Recovery7Advantage-1 6P 6K 6S - - Sp
2PGGST Happy Chaos 2P.pngGuardAllStartup5Recovery10Advantage-2 6P 6K 6S - - Sp
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16 - - - - - Sp
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3 6P 6K 6S - 5D, 2D Jump, Sp
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4 6P 6K 6S - 5D, 2D Sp
6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7 - - - - - Sp
c.SGGST Happy Chaos cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S ,2S, 6S - 5D,2D Jump, Sp
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14 - - - - - Sp
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 - - - - - Sp
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 - - - - - Sp
5DGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8 - - - - - Sp
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, Dash
j.2KGGST Happy Chaos j2K.pngGuardHighStartup10Recovery16 [11]Advantage+2 (IAD, airborne) - - - - - -
j.SGGST Happy Chaos jS.pngGuardHighStartup10Recovery23Advantage+2 (IAD) - - - - j.D Jump, Dash
j.DGGST Happy Chaos jD.pngGuardHighStartup11Recovery21Advantage+3 (IAD) - - - - - 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

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