GGST/Leo Whitefang/Frame Data

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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.
Brynhildr Stance Data
Backdash Forward Dash Walk Speed Backwalk Speed Initial dash speed Dash accelration Dash friction
17 17 10.0 8.0 24.0

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 26 All 5 5 6 -1 +2 0 Small 80% 500 1500
5K 32 All 9 4 13 -3 0 2 Small 90% 1500 1000
c.S 40 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 34 All 12 6 21 -13 -10 2 Mid 90% 1500 1000
5H 42 All 15 5 22 -8 -5 4 Large 90% 2000 1000
2P 22 All 6 4 8 -2 +1 0 Small 80% 500 1500
2K 26 Low 7 6 11 -5 -2 1 Small 70% 750 1000
2S 26 Low 10 3 13 -2 +1 2 Mid 90% 1125 1000
2H 44 All 12 8 30 -20 KD +22 3 Large 90% 2000 1000
j.P 24 High 5 3 9 0 Small 80% 375 1000
j.K 30 High 10 7 25 0 (IAD) +3 (IAD) 1 Small 80% 750 1000
j.S 24×2 High 7 3(3)3 17 +5 (IAD) +8 (IAD) 2 Mid 80% 525×2 1000
j.H 42 High 11 3 19 +3 (IAD) +6 (IAD) 2 Mid 80% 1125 1000
j.D 44 High 22 Until L 15 -6 at worst -3 at worst 2 Mid 80% 1125 1000
6P 38 All 10 5 17 -5 +7 3 Mid 1-2 Upper Body
3-14 Above Knees
90% 2000 1000
6K 30 All 14 3 18 -4 -1 3 Mid 90% 2000 1000
6H 50 All 28 2 30 -15 KD +35 3 Large 90% 2000 1000
2D 40 Low 12 6 19 -8 HKD +48 3 Large 5-18F Airborne 90% 1500 1000
5D 40 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 50 High 28 3 26 -10 KD +36 4 Mid 100% 1875 1500 [1000]
[s/h] h/s 42 All 10 3 14 0 KD +40 3 Large 60% 2000 1000

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
[4]6S S Graviert Wurde 20×2 All 10 31 or Until Hit*2 Total 50F -12 -9 2 Very Small 80% 100×2 1000
[4]6H H Graviert Wurde 16×4 All 35 Until Hit*4 Total 66F +17 +20 2 Very Small 80% 100×4 1000
[2]8S S Eisen Sturm 28,25 All 9 3,12 33 -28 KD +22 2,3 Large, Very Small 1-9F Strike 60% 700, 1000 1000
[2]8H H Eisen Sturm 28,25,28 All 10 3,12(10)5 42 -52 HKD +48 2,3,4 Large, Very Small, Very Small 7-10F Strike 60% 500, 600, 800 1000
236S Kaltes Gestöber Erst 37 All 12 3 20 -6 KD +30 3 Very Small 80% 2000 1000
236H Kaltes Gestöber Zweit 41 All 25 [25] 3 [4] 22 [15] -6 [+2] KD +26 [KD +34] 4 Very Small 80% 2500 1000
214S Turbulenz 55 All 21 6 21 -8 KD +37 4 Large 90% 2500 2000
bt.214K Gländzendes Dunkel 105 Ground Throw 30 3 42 HKD +50 50% 2500
bt.214H Blitzschlag 65 All (Guard Crush) 29 3 33 +21 HKD +59 4 Large 90% 2500 1000

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
632146S Stahl Wirbel 150 All 4+1 Total 27F +14 HKD +67 4 Very Small 100% 500 1000
632146H Leidenschaft des Dirigenten 17*4,42 All 10+1 8(15)12(13)8(10)8(44)6 43 -33 HKD +34 4 Mid 1-18 Full 100% 500×5 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 80 Ground Throw 2 3 38 HKD +50 50% 2500
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +48 (IAD) 50% 2500
Wild Assault 30 All 16~28 3 20 -4 -1 4 Mid 90% 2500 4000
Wild Assault (Hold) 50 All 29 3 20 -4 HKD 4 Mid 100% 2500 3000
Dash Cancel Total 22
bt.P 30 All 7 4 12 -2 [+2] 13 [+17] 2 Mid 1-10 Upper Body 90% 1500 1000
bt.K 24 Low 5 3 6 +3 [+0] +6 [+3] 1 Small 70% 750 1000
bt.S 28 All 6 6 14 -3 [+5] 0 [+8] 3 Mid 90% 2000 1000
bt.H 42 High 18 4 22 -7 [+5] KD +38 [KD +50] 4 Mid 9-19F Airborne 80% 1875 2000
Kahn Schild 54 All 3 17 18 KD +31 1-2 Strike/Projectile 3-19 Parry 50% 2500
Brynhildr Cancel - Total 11F

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Leo Whitefang 5P.pngGuardAllStartup5Recovery6Advantage-1 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Leo Whitefang 2P.pngGuardAllStartup6Recovery8Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5 - - - - - Special, Super
5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3 6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5 6P 6K - 6H 5D, 2D Special, Super
6KGGST Leo Whitefang 6K.pngGuardAllStartup14Recovery18Advantage-4 - - - - - Special, Super
c.SGGST Leo Whitefang c.S.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13 - - - 5H, 2H, 6H - Special, Super
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2 - - - 5H, 2H, 6H - Special, Super
5HGGST Leo Whitefang 5H.pngGuardAllStartup15Recovery22Advantage-8 - - f.S, 2S - - Special, Super
2HGGST Leo Whitefang 2H.pngGuardAllStartup12Recovery30Advantage-20 - - f.S, 2S - - Special, Super
6HGGST Leo Whitefang 6H.pngGuardAllStartup28Recovery30Advantage-15 - - f.S, 2S - - Special, Super
5DGGST Leo Whitefang 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8 - - - - - -
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
bt.PGGST Leo Whitefang bt P.pngGuardAllStartup7Recovery12Advantage-2 [+2] - bt.K bt.S bt.H bt.D Special, Super
bt.KGGST Leo Whitefang bt K.pngGuardLowStartup5Recovery6Advantage+3 [+0] bt.P - bt.S bt.H bt.D Jump, Forward Dash, Special, Super
bt.SGGST Leo Whitefang bt S.pngGuardAllStartup6Recovery14Advantage-3 [+5] - - - bt.H bt.D Special, Super
bt.HGGST Leo Whitefang bt H.pngGuardHighStartup18Recovery22Advantage-7 [+5] - - - - bt.D Special, Super
bt.DGGST Leo Whitefang bt D.pngGuardAllStartup3Recovery18Advantage- - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGST Leo Whitefang jP.pngGuardHighStartup5Recovery9Advantage- j.P - - - - -
j.KGGST Leo Whitefang jK.pngGuardHighStartup10Recovery25Advantage0 (IAD) - - - - j.D Jump, Forward Air Dash
j.SGGST Leo Whitefang jS.pngGuardHighStartup7Recovery17Advantage+5 (IAD) - - - j.H j.D Jump, Forward Air Dash
j.HGGST Leo Whitefang jH.pngGuardHighStartup11Recovery19Advantage+3 (IAD) - - - - j.D Jump, Forward Air Dash
j.DGGST Leo Whitefang jD.pngGuardHighStartup22Recovery15Advantage-6 at worst - - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

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