GGST/Leo Whitefang/Frame Data
< GGST | Leo Whitefang
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Glossary
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 | 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. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
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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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.
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.
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. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | 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. |
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 | 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. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | 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. |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Leo Whitefang | 1.00 | 3 | N/a | Heavy | 20/1~5 strike invuln/1~15 airborne | 21 | Step-Dash during Brynhildr Stance | 1 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
38 | 34.01 | 53 | 65.65 | 4 [high jump: 3] | 4 [high jump: 3] | 25/19 | 12 | 18 | 6 |
- Brynhildr Stance Data
Backdash | Forward Dash | Walk Speed | Backwalk Speed | Initial dash speed | Dash accelration | Dash friction |
---|---|---|---|---|---|---|
17 | 17 | 10 | 8 | 24 | N/a | N/a |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
5P | 26 | All | 5 | 5 | 6 | -1 | +2 | 200 | 1500 | 0 | Small | 75% | ||
5K | 32 | All | 9 | 4 | 13 | -3 | 0 | 1500 | 1000 | 2 | Small | 85% | ||
c.S | 40 | All | 7 | 6 | 10 | +1 | +4 | 2000 | 1000 | 3 | Mid | 100% | ||
f.S | 34 | All | 12 | 6 | 21 | -13 | -10 | 1500 | 1000 | 2 | Mid | 90% | ||
5H | 42 | All | 15 | 5 | 22 | -10 | -7 | 2000 | 1000 | 3 | Large | 100% | ||
2P | 22 | All | 6 | 4 | 8 | -2 | +1 | 500 | 1500 | 0 | Small | 75% | ||
2K | 26 | Low | 7 | 6 | 11 | -5 | -2 | 750 | 1000 | 1 | Small | 70% | ||
2S | 26 | Low | 10 | 3 | 13 | -2 | +1 | 1125 | 1000 | 2 | Mid | 90% | ||
2H | 44 | All | 12 | 8 | 30 | -20 | KD | 2000 | 1000 | 3 | Large | 100% | ||
j.P | 24 | High | 5 | 3 | 9 | 375 | 1000 | 0 | Small | 80% | ||||
j.K | 30 | High | 10 | 7 | 25 | 750 | 1000 | 1 | Small | 80% | ||||
j.S | 24×2 | High | 7 | 3(3)3 | 17 | 525×2 | 1000 | 2 | Mid | 80%, 100% | ||||
j.H | 42 | High | 11 | 3 | 19 | 1125 | 1000 | 2 | Mid | 80% | ||||
j.D | 44 | High | 22 | Until L | 15 | 1125 | 1000 | 2 | Mid | 100% | ||||
6P | 38 | All | 10 | 5 | 18 | -5 | 2000 | 1000 | 3 | Mid | 1-2 Upper Body 3-14 Above Knees | 90% | ||
6K | 30 | All | 14 | 3 | 18 | -4 | -1 | 2000 | 1000 | 3 | Mid | 100% | ||
6H | 50 | All | 28 | 2 | 30 | -15 | -12 | 2000 | 1000 | 3 | Large | 100% | ||
2D | 40 | Low | 12 | 6 | 19 | -8 | HKD | 1500 | 1000 | 3 | Large | 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% | ||
[s/h] h/s | 42 | All | 10 | 3 | 14 | 0 | KD | 2000 | 1000 | 3 | Large | 80% |
Special Moves
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
[4]6S | Graviert Wurde | 20×2 | All | 10 | 31 or Until Hit*2 | Total 54F | -16 | -13 | 100×2 | 1000 | 2 | Very Small | 80% | ||
[4]6H | Graviert Wurde | 16×4 | All | 23 | Until Hit*4 | Total 73F | +11 | +14 | 100×4 | 1000 | 2 | Very Small | 80% | ||
[2]8S | Eisen Sturm | 28,25 | All | 9 | 3,12 | 33 | -28 | 700, 1000 | 1000 | 2,3 | Large | 1-9 Strike | 80% | ||
[2]8H | Eisen Sturm | 28,25,28 | All | 10 | 3,12(10)5 | 42 | -52 | 500, 600, 800 | 1000 | 2,3,4 | Large | 1-10 Strike | 80% | ||
236S | Kaltes Gestöber Erst | 37 | All | 12 | 3 | 20 | -6 | 2000 | 1000 | 3 | Mid | 100% | |||
236H | Kaltes Gestöber Zweit | 41 | All | 23 [25] | 3 | 22 [16] | -6 [+2] | 2500 | 1000 | 4 | Mid | 90% | |||
214S | Turbulenz | 55 | All | 21 | 6 | 21 | -8 | 2500 | 2000 | 4 | Large | 90% | |||
bt.214K | Gländzendes Dunkel | 115 | Ground Throw | 30 | 3 | 42 | 2500 | 50% | |||||||
bt.214H | Blitzschlag | 65 | Guard Break | 29 | 3 | 33 | +21 | 2500 | 1000 | 4 | Large | 100% |
Supers
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
632146S | Stahl Wirbel | 170 | All | 4+1 | Total 27F | +14 | 500 | 1000 | 4 | Very Small | 65% | ||||
632146H | Liedenschaft des Dirigenten | 20×4,50 | All | 10+1 | 8(15)12(13)8(10)8(44)6 | 43 | -33 | 500×5 | 1000 | 4 | Mid | 1-18 | 90% |
Other
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
6D or 4D | Ground Throw | 80 | Ground Throw | 2 | 3 | 38 | HKD +50 | 2500 | 50% | ||||||
j.6D or j.4D | Air Throw | 80 | Air Throw | 2 | 3 | Until L+10 | 2500 | 50% | |||||||
66 | Dash Cancel | Total 22 | |||||||||||||
bt.P | 30 | All | 7 | 4 | 12 | -2 [+2] | 13 | 1500 | 1000 | 2 | Mid | 1-10 Upper Body | 90% | ||
bt.K | 24 | Low | 5 | 3 | 6 | +3 [+0] | +6 | 750 | 1000 | 1 | Small | 70% | |||
bt.S | 28 | All | 6 | 6 | 14 | -3 [+5] | 0 | 2000 | 1000 | 3 | Mid | 90% | |||
bt.H | 42 | High | 18 | 4 | 22 | -6 [+5] | KD | 1875 | 2000 | 4 | Mid | 80% | |||
bt.D | Kahn Schild | 74 | All | 3 | 17 | Total 37F | 2500 | 1-2 Strike/Projectile 3-19 Parry | 50% | ||||||
bt.22 | Brynhildr Cancel | - | Total 11F |
Gatling Table
- X = X is available on hit or block

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To edit frame data, edit values in GGST/Leo Whitefang/Data. |
Click [★] for character's full frame data
System Explanations
• HUD • Controls • Frame Data & System Data • Patch Notes •
• Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc •