GGST/Nagoriyuki/Frame Data
< GGST | Nagoriyuki
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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 |
---|---|---|---|---|---|---|---|---|---|
Nagoriyuki | 0.96 | 4 | 5 [high jump: 10] | Heavy | 23/1~6 strike invuln/1~16 airborne | Fukyo, Unique Super Jump, No Airdash, No Double Jump | 0.9372 |
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|
41 | 38.9 | 38 | 43.7 | - | - | - | - | - | - |
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 | Mid | 5 | 3 | 9 | 0 | +3 | 1000 | 1500 | 1 | Small | 80% | ||
5K | 34 | Mid | 7 | 2 | 12 | 0 | +3 | 1500 | 1000 | 2 | Small | 90% | ||
c.S | 40 | Mid | 7 | 6 | 10 | +3 | KD | 2500 | 1000 | 4 | Mid | |||
f.S Level 1 | 25 | Mid | 16 | 3 | 28 | -17 | -14 | 1500 | 1000 | 2 | Mid | 90% | ||
f.S Level 2 | 30 | Mid | 14 | 3 | 28 | -17 | -14 | 1500 | 1000 | 2 | Mid | 90% | ||
f.S Level 3 | 35 | Mid | 12 | 3 | 28 | -17 | -14 | 1500 | 1000 | 2 | Mid | 90% | ||
f.S Level BR | 45 | Mid | 12 | 3 | 28 | -17 | -14 | 1500 | 1000 | 2 | Mid | 90% | ||
f.SS Level 1 | 25 | Mid | 13 | 3 | 19 | -8 | -5 | 1500 | 2000 | 2 | Mid | |||
f.SS Level 2 | 30 | Mid | 13 | 3 | 19 | -8 | -5 | 1500 | 2000 | 2 | Mid | |||
f.SS Level 3 | 35 | Mid | 13 | 3 | 19 | -8 | -5 | 1500 | 2000 | 2 | Mid | |||
f.SS Level BR | 45 | Mid | 13 | 3 | 19 | -8 | -5 | 1500 | 2000 | 2 | Mid | |||
f.SSS Level 1 | 25 | Mid | 14 | 6 | 38 | -25 | HKD | 2500 | 1000 | 4 | Mid | |||
f.SSS Level 2 | 30 | Mid | 14 | 6 | 38 | -25 | HKD | 2500 | 1000 | 4 | Mid | |||
f.SSS Level 3 | 35 | Mid | 14 | 6 | 38 | -25 | HKD | 2500 | 1000 | 4 | Mid | |||
f.SSS Level BR | 80 | Mid | 14 | 6 | 38 | -25 | HKD | 2500 | 1000 | 4 | Mid | |||
5H Level 1 | 60 | Mid | 20 | 6 | 27 | -14 | KD | 2500 | 1000 | 4 | Large | |||
5H Level 2 | 65 | Mid | 18 | 6 | 27 | -14 | KD | 2500 | 1000 | 4 | Large | |||
5H Level 3 | 70 | Mid | 16 | 6 | 27 | -14 | KD | 2500 | 1000 | 4 | Large | |||
5H Level BR | 91 | Mid | 16 | 6 | 27 | -14 | KD | 2500 | 1000 | 4 | Large | |||
2P | 22 | Mid | 6 | 3 | 11 | -2 | +1 | 1000 | 1500 | 1 | Small | 80% | ||
2K | 26 | Low | 7 | 5 | 8 | -1 | +2 | 750 | 1000 | 1 | Small | 70% | ||
2S Level 1 | 32 | Low | 12 | 4 | 15 | -5 | -2 | 1125 | 1000 | 2 | Mid | 90% | ||
2S Level 2 | 37 | Low | 11 | 4 | 15 | -5 | -2 | 1125 | 1000 | 2 | Mid | 90% | ||
2S Level 3 | 42 | Low | 10 | 4 | 15 | -5 | -2 | 1125 | 1000 | 2 | Mid | 90% | ||
2S Level BR | 54 | Low | 10 | 4 | 15 | -5 | -2 | 1125 | 1000 | 2 | Mid | 90% | ||
2H Level 1 | 50 | Mid | 19 | 7 | 29 | -17 | KD | 2500 | 1000 | 4 | Large | |||
2H Level 2 | 55 | Mid | 17 | 7 | 29 | -17 | KD | 2500 | 1000 | 4 | Large | |||
2H Level 3 | 60 | Mid | 15 | 7 | 29 | -17 | KD | 2500 | 1000 | 4 | Large | |||
2H Level BR | 78 | Mid | 15 | 7 | 29 | -17 | KD | 2500 | 1000 | 4 | Large | |||
j.P | 20 | High | 7 | 3 | 12 | N/A | N/A | 200 | 1000 | 0 | Small | 80% | ||
j.K | 26 | High | 7 | 3 | 19 | N/A | N/A | 1000 | 1000 | 1 | Small | 80% | ||
j.S Level 1 | 35 | High | 13 | 3 | 20 | N/A | N/A | 1500 | 1000 | 2 | Mid | 80% | ||
j.S Level 2 | 37 | High | 12 | 3 | 20 | N/A | N/A | 1500 | 1000 | 2 | Mid | 80% | ||
j.S Level 3 | 39 | High | 11 | 3 | 20 | N/A | N/A | 1500 | 1000 | 2 | Mid | 80% | ||
j.S Level BR | 50 | High | 11 | 3 | 20 | N/A | N/A | 1500 | 1000 | 2 | Mid | 80% | ||
j.H Level 1 | 41 | High | 16 | 4 | 23 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.H Level 2 | 43 | High | 15 | 4 | 23 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.H Level 3 | 45 | High | 14 | 4 | 23 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.H Level BR | 58 | High | 14 | 4 | 23 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.D Level 1 | 55 | High | 15 | 3 | 20 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.D Level 2 | 60 | High | 13 | 3 | 20 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.D Level 3 | 65 | High | 11 | 3 | 20 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
j.D Level BR | 84 | High | 11 | 3 | 20 | N/A | N/A | 2000 | 1000 | 3 | Mid | 80% | ||
6P | 34 | Mid | 12 | 5 | 15 | -6 | -3 | 1500 | 1000 | 2 | Mid | 1~3F Upper body 4~17F Above Knee | 90% | |
6K | 35 | Low | 15 | 3 | 15 | -4 | -1 | 1125 | 1000 | 2 | Mid | 90% | ||
6H Level 1 | 70 | Mid | 17 | 6 | 30 | -17 | KD | 2500 | 1000 | 4 | Large | |||
6H Level 2 | 80 | Mid | 16 | 6 | 30 | -17 | KD | 2500 | 1000 | 4 | Large | |||
6H Level 3 | 90 | Mid | 15 | 6 | 30 | -17 | KD | 2500 | 1000 | 4 | Large | |||
6H Level BR | 117 | Mid | 15 | 6 | 30 | -17 | KD | 2500 | 1000 | 4 | Large | |||
2D | 30 | Low | 12 | 3 | 18 | -7 | HKD | 1125 | 1000 | 2 | Large | 90% | ||
5D | 50 | High | 20 | 3 | 26 | -15 | 0 | 1125 | 3000 | 2 | Mid | 80% | ||
5[D] | 62 | High | 28 | 3 | 26 | -10 | KD | 1875 | 1500 | 4 | Mid | 100% |
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 | |
236S | Zarameyuki | 45 | Mid | 18 | 9 | Total 39 | +5 | +8 | 500 | 1000 | 2 | Very Small | 80% | ||
236K | Fukyo | N/A | N/A | - | N/A | Total 25 | N/A | N/A | N/A | 1~25F Above Chest | |||||
214K | Fukyo | N/A | N/A | - | N/A | Total 16 | N/A | N/A | N/A | 1~16F Above Chest | |||||
214H | Kamuriyuki | 50 | Mid | 14 | 5 | 17 | -3 | HKD | 2500 | 1000 | 4 | Large | 90% | ||
623H | Shizuriyuki | 45 | Mid | 11 | 3 | 21 | -7 | HKD | 1000 | 1000 | 3 | Large | 1-13F Upper Body | ||
623HH | Shizuriyuki | 55 | Mid | 10 | 6 | 29 | -16 | HKD | 1200 | 1000 | 4 | Large | |||
623P | Bloodsucking Universe | 80/90/100 | Ground Throw | 7 | 2 | 48 | NA | HKD | 2500 | N/A | 1~8F Throw | 50% |
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 | Wasureyuki | 70, 3×17, 60 | Mid | 7+(173 Flash)+2 | 2 | 54 | -37 | HKD | 2000 | 1000 | 3 | Mid | 1~10F Full | ||
632146H | Zansetsu | 200 | Mid | 11+(58 Flash)+10 | 6 | 80 | -66 | HKD | 2500 | 1000 | 4 | Very Small | 1~26F Full |
Other
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
BR Activation | N/A | Guard Crush | 4+38+3 | 10 | 70 | -12 | HKD | 5 | 1000 | 1~15f Full after freeze | ||||
BR Deactivation | N/A | N/A | 1+59 | N/A | N/A | N/A | N/A | |||||||
Ground Throw | 90 | 120 | 2 | 3 | 38 | N/A | HKD +41 | 2500 | N/A | 50% | ||||
Air Throw | 90 | 200 | 2 | 3 | Until landing+10 | N/A | HKD | 2500 | N/A | 50% |
Gatling Table
- X = X is available on hit or block

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To edit frame data, edit values in GGST/Nagoriyuki/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 •