GGST/May/Frame Data: Difference between revisions

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==System Data==
==System Data==
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name,defense,guts,prejump,backdash,weight,umo=Unique Movement Options
|fields=name,defense,guts,prejump,weight,backdash,guardBalance,jump_duration,jump_height,high_jump_duration,efiad,ebiad,fadd,badd,fadat,badat
|where=name="May"
|where=name="May"
|format=table
|format=table

Revision as of 17:48, 17 September 2021



How do I read 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 onBlock onHit riscGain level invuln prorate
input damage guard startup active recovery onBlock onHit riscGain level invuln prorate
5P 28 All 4 3 8 -1 +2 500 0 80%
5K 30 All 8 6 11 -5 -2 1000 1 90%
c.S 44 All 7 6 8 +3 +6 2000 3 100%
f.S 38 All 12 3 19 -8 -5 1500 2 90%
5H 55 All 13 8 15 -4 -1 2500 4 90%
2P 24 All 5 4 8 -2 +1 500 0 80%
2K 28 Low 6 4 10 -2 +1 750 1 4-15F Low profile 70%
2S 35 All 10 3 18 -7 -4 1500 2 90%
2H 60 All 11 13 26 -20 KD +21 2500 4 90%
j.P 22 High 5 3 12 +2~5 (IAD j.PPP) +5~8 (IAD j.PPP) 375 0 80%
j.K 28 High 7 3 12 +0~3 (IAD) +3~6 (IAD) 750 1 80%
j.S 34 High 12 4 15 +6 (IAD) +9 (IAD) 1125 2 80%
j.H 50 High 12 10 15 +9 (IAD) +12 (IAD) 1500 3 80%
j.D 60 High 10 6 21 -8 (Airborne) KD 1875 4 80%
j.2H 40 High 13 Until L 6 +2 (IAD) +5 (IAD) 1500 3 80%
6P 35 All 12 6 18 -7 KD +25 2000 3 1-3 Upper Body
4-17 Above Knees
90%
6K 35 High 28 6 6 +2 +6 1125 2 80%
3K 35 Low 11 9 15 -10 KD +19 1125 2 90%
6H 60 [90] All [All (Guard Crush)] 16~39 [40] 6 24 -8 [+8] -5 [KD +44] 2500 4 90%
2D 30 Low 10 7 17 -7 HKD +46 1500 3 90%
5D 50 High 20 3 26 -15 0 1125 2 80%
5[D] 62 High 28 3 26 -10 KD +36 1875 4 100%

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
[4]6S S Mr. Dolphin Horizontal 30 All 7 18 20 (24 OH) -3 0 1500 2 80%
[4]6H H Mr. Dolphin Horizontal 40 All 25 18 20 (18 OH) +7 +10 2000 4 80%
[4]6S/H~P Whiff Total 20
[4]6S/H~K Split Total 20
[2]8S S Mr. Dolphin Vertical 40 All→High 6 19 7 (21 OH) 0 (Airborne) HKD +65 [+3] (Airborne) 1500→1125 2 80%
[2]8H H Mr. Dolphin Vertical 45 All→High 11 27 8 (19 OH) +6 (Airborne) HKD +84 [+9] (Airborne) 2000→1500 3 80%
623K Overhead Kiss 50 Ground Throw 6 2 40 N/A HKD +66 1-6F Throw 50% Forced
214P P Arisugawa Sparkle 50 All 48 6, 10 Total 45 +29 +32 200 2 80%
214K K Arisugawa Sparkle 50 All 48 10, 10 Total 45 +29 +32 200 2 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
236236S Great Yamada Attack 170 All 10+1 88 -54 HKD +53 500 4 100%
632146H The Wonderful and Dynamic Goshogawara 66[43], 82 All 6+4 12(22)10 55 -31 HKD +38 1200, 500 1-21F Full 100%
j.632146H Air The Wonderful and Dynamic Goshogawara 66[43], 82 All 6+4 12(22+)10 54 1200, 500 1-21F Full 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 HKD +48 50%
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +48 (IAD) 50%
Wild Assault 30 All 16~28 3 20 -4 -1 2500 4 90%
Wild Assault (Hold) 50 All 29 3 20 -4 HKD 2500 4 100%
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 3K, 6K - 6H - Sp
2P 5P, 2P, 6P 3K, 6K - 6H - Sp
6P - - - - - Sp
5K 6P 3K, 6K - 6H 5D, 2D Jump, Sp, Run
2K 6P 3K, 6K - 6H 5D, 2D Sp
3K - - - - - -
6K - - - - - -
c.S 6P 3K, 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Run
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 - - - - Sp
j.K - - - - j.D Jump, Dash, Sp
j.S - - - j.H - Jump, Dash, Sp
j.H - - - - - Sp
j.2H - - - - - Sp
j.D - - - - - Sp
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/May/Data.

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