GGST/I-No/Frame Data

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How do I read frame data?

System Data

name defense guts prejump weight backdash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
I-No 1.06 1 4 Light 20f/5f invuln 1.1248 38 49 4 [high jump: 3] 4 [high jump: 3] 15~32 [held] 15~32 [held] 15 15

Normal Moves

input damage guard startup active recovery onBlock onHit riscGain level invuln prorate
input damage guard startup active recovery onBlock onHit riscGain level invuln prorate
5P 22 All 5 4 9 -3 0 0 80%
5K 28 All 7 3 11 -2 +1 1 90%
c.S 39 All 7 4 15 -2 +1 3 100%
f.S 31 All 13 9 18 -13 -10 2 90%
5H 41 All 15 4 23 -8 -5 4 100%
2P 20 All 6 2 10 -2 +1 0 80%
2K 23 Low 6 2 12 -2 +1 1 70%
2S 28 All 11 2 23 -11 -8 2 90%
2H 42 All 11 8 14 -5 -2 3 100%
j.P 18 High 5 4 12 0 80%
j.K 24 High 7 12 14 1 80%
j.S 29 High 8 4 20 2 80%
j.H 41 High 12 5 22 2 80%
j.D 35 High 16 5 20 2 90%
6P 34 All 9 5 18 -9 -6 2 1~13F Upper Body 90%
6H 20,45 All 7 2(12)8 19 -8 KD 3,4 100%
2D 33 Low 12 3 18 -7 HKD 2 90%
5D 45[56] High 20[28] 3 26 -15[-11] 0[KD] 2[4] 80%[100%]


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
236S Stroke the Big Tree 36 Low 16 6 15 -7 2 5~15F Low Profile 90%
236H Stroke the Big Tree 42 Low 28 5 12 +2 4 9~27F Low Profile 90%
j.236K Sultry Performance 35[50] All 10 Until Landing Until Landing + 18 -7~(-2) [-1] 2[4] 100%
j.236S Sultry Performance 35[50] All 10 Until Landing Until Landing + 18 -7~(-4) [-2] 2[4] 100%
j.236H Sultry Performance 10x2,20[10x4,20] All 9 32 Until Landing + 6 ?(-7) 2[4] 100%
214P Antidepressant Scale 12+[9x4] All 24 Total 60 -16 0 80%
j.214P Antidepressant Scale 12+[9x4] All 21 Until Landing -16 0 80%
214K Chemical Love 45 All 11 10 26 -2 4 80%
j.214K Chemical Love 45 All 11 10 Until Landing + 7 4 80%

Supers

input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
632146H Megalomania 13*18 (17*11) Ground Throw, All 11+0(41) N/A(-18) N/A(2) 100%
632146S Ultimate Fortissimo 40,20x2,100 All (Guard Crush) 6+2 +26 4 100%
j.632146S Ultimate Fortissimo 20x2,100 All (Guard Crush) 5+3 +37 100%

Other

name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
Ground Throw 80 Ground Throw 2 3 38 50%
Air Throw 80 Air Throw 2 3 Until Landing+10 50%

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P - - 6H - Sp
2P 5P, 2P, 6P - - 6H - Sp
6P - - - - - Sp
5K 6P - - 6H 5D, 2D Jump, Sp
2K 6P - - 6H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H, 2H - Sp
2S - - - 5H, 2H - Sp
5H - - - - - Sp
2H - - - - - Sp
6H - - - - - Sp
5D - - - - - -
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P - - - - Dash, Sp
j.K - - - - j.D Jump, Dash, Sp
j.S - - - j.H - Jump, Dash, Sp
j.H - - - - - Dash, Sp
j.D - - - - - Dash, Sp


Sp = Special Attacks and Overdrives (aka: Specials and Supers)

Navigation


Ambox notice.png To edit frame data, edit values in GGST/I-No/Data.