GGST/Nagoriyuki/Frame Data: Difference between revisions

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:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:{{Clr|green|'''X<sup>[+]</sup>'''}} = X is available on whiff


==Navigation==
==Navigation==

Revision as of 21:05, 1 July 2022

 Nagoriyuki



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.

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 3 9 0 +3 1000 1500 1 Small 80%
5K 34 All 7 2 14 -2 +1 1500 1000 2 Small 90%
c.S 40 All 7 6 10 +3 KD +40 2500 1000 4 Mid 100%
f.S Level 1 25 All 16 3 28 -17 -14 1500 1000 2 Mid 90%
f.S Level 2 30 All 14 3 28 -17 -14 1500 1000 2 Mid 90%
f.S Level 3 35 All 12 3 28 -17 -14 1500 1000 2 Mid 90%
f.S Level BR 45 All 12 3 28 -17 -14 1500 1000 2 Mid 90%
f.SS Level 1 25 All 13 3 19 -8 -5 1500 2000 2 Mid 90%
f.SS Level 2 30 All 13 3 19 -8 -5 1500 2000 2 Mid 90%
f.SS Level 3 35 All 13 3 19 -8 -5 1500 2000 2 Mid 90%
f.SS Level BR 45 All 13 3 19 -8 -5 1500 2000 2 Mid 90%
f.SSS Level 1 25 All 14 6 35 -22 HKD +35 2500 1000 4 Mid 90%
f.SSS Level 2 30 All 14 6 35 -22 HKD +35 2500 1000 4 Mid 90%
f.SSS Level 3 35 All 14 6 35 -22 HKD +35 2500 1000 4 Mid 90%
f.SSS Level BR 80 All 14 6 35 -22 HKD +35 2500 1000 4 Mid 90%
5H Level 1 60 All 20 6 27 -14 KD +13 2500 1000 4 Large 90%
5H Level 2 65 All 18 6 27 -14 KD +13 2500 1000 4 Large 90%
5H Level 3 70 All 16 6 27 -14 KD +13 2500 1000 4 Large 90%
5H Level BR 91 All 16 6 27 -14 KD +13 2500 1000 4 Large 90%
2P 22 All 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 21 -11 -8 1125 1000 2 Mid 90%
2S Level 2 37 Low 11 4 21 -11 -8 1125 1000 2 Mid 90%
2S Level 3 42 Low 10 4 21 -11 -8 1125 1000 2 Mid 90%
2S Level BR 54 Low 10 4 21 -11 -8 1125 1000 2 Mid 90%
2H Level 1 50 All 19 7 29 -17 KD +21 2500 1000 4 Large 90%
2H Level 2 55 All 17 7 29 -17 KD +21 2500 1000 4 Large 90%
2H Level 3 60 All 15 7 29 -17 KD +21 2500 1000 4 Large 90%
2H Level BR 78 All 15 7 29 -17 KD +21 2500 1000 4 Large 90%
j.P 20 High 7 3 12 N/A N/A 375 1000 0 Small 80%
j.K 26 High 7 3 19 N/A N/A 750 1000 1 Small 80%
j.S Level 1 35 High 13 3 20 N/A N/A 1125 1000 2 Mid 80%
j.S Level 2 37 High 12 3 20 N/A N/A 1125 1000 2 Mid 80%
j.S Level 3 39 High 11 3 20 N/A N/A 1125 1000 2 Mid 80%
j.S Level BR 50 High 11 3 20 N/A N/A 1125 1000 2 Mid 80%
j.H Level 1 41 High 16 4 23 N/A N/A 1500 1000 3 Mid 80%
j.H Level 2 43 High 15 4 23 N/A N/A 1500 1000 3 Mid 80%
j.H Level 3 45 High 14 4 23 N/A N/A 1500 1000 3 Mid 80%
j.H Level BR 58 High 14 4 23 N/A N/A 1500 1000 3 Mid 80%
j.D Level 1 55 High 15 3 20 N/A KD 1500 1000 3 Mid 80%
j.D Level 2 60 High 13 3 20 N/A N/A 1500 1000 3 Mid 80%
j.D Level 3 65 High 11 3 20 N/A N/A 1500 1000 3 Mid 80%
j.D Level BR 84 High 11 3 20 N/A N/A 1500 1000 3 Mid 80%
6P 34 All 12 5 15 -6 -3 1500 1000 2 Mid 1-3 Upper Body
4-17 Above Knee
90%
6K 35 Low 15 3 13 -2 +1 1125 1000 2 Mid 3-14F Low Crush 90%
6H Level 1 70 All (Guard Crush) 17 6 30 -2 KD +34 2500 1000 4 Large 90%
6H Level 2 80 All (Guard Crush) 16 6 30 -2 KD +34 2500 1000 4 Large 90%
6H Level 3 90 All (Guard Crush) 15 6 30 -2 KD +34 2500 1000 4 Large 90%
6H Level BR 117 All (Guard Crush) 15 6 30 -2 KD +34 2500 1000 4 Large 90%
2D 30 Low 12 3 18 -7 HKD +50 1125 1000 2 Large 90%
5D 50 High 20 3 26 -15 0 1125 3000 [1000] 2 Mid 80%
5[D] 62 High 28 3 26 -10 KD +36 1875 1500 [1000] 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 All 18~29 9 Total 39 +5 +8 500 1000 2 Very Small Projectile Clash 12-[17~28] 80%
236K Forward Fukyo N/A N/A - N/A Total 25 N/A N/A N/A 1-25F Above Chest
214K Backward Fukyo N/A N/A - N/A Total 16 N/A N/A N/A 1-16F Above Chest
214H Kamuriyuki 50 Low 14 5 17 -3 HKD +56 1875 1000 4 Large 80%
623H Shizuriyuki (1) 45 All 11 3 21 -7 HKD +67 1000 1000 3 Large 1-13F Upper Body 80%
623HH Shizuriyuki (2) 55 High 10 6 29 -16 HKD +28 900 1000 4 Large 80%
623P Bloodsucking Universe 80/90/100 Ground Throw 7 2 48 NA HKD +36 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 65, 2×17, 52 [65] All 7+(173 Flash)+2 2 54 -39 HKD +39 [HKD +73] 2000 1000 3 Mid 1-10F Full
632146H Zansetsu 200 All 11+(58 Flash)+10 6 80 -66 HKD +15 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 All (Guard Crush) 4+(38 Flash)+3 10 70 -12 HKD (+33) 5 1000 Very Small 1-16F Full 100%
BR Deactivation N/A N/A 1+(59 Flash) N/A 0 N/A N/A 1F Full
Ground Throw 90 Ground Throw 2 3 38 N/A HKD +41 2500 N/A 50%
Air Throw 90 Air Throw 2 3 38 or Until Landing+10 N/A HKD +51 (IAS) 2500 N/A 50%
Wild Assault 30 All (Guard Crush) 20~31 3 20 +7 HKD 2500 3000 4 Mid 9-22F Strike 60%
Charged Wild Assault 50 All (Guard Crush) 32 3 30 +12 HKD 2500 2000 4 Mid 9-34F Strike 60%

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Nagoriyuki 5P.pngGuardAllStartup5Recovery9Advantage0 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Nagoriyuki 2P.pngGuardAllStartup6Recovery11Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 - - - - - Special, Super
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 6P 6K - 6H 5D, 2D Jump, Special, Super
6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2 - - - - - Special, Super
2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 6P 6K - 6H 5D, 2D Special, Super
c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
f.S - - f.SS 5H, 2H - Special, Super
f.SS - - f.SSS - - Special, Super
f.SSS - - - - - -
2S - - - 5H, 2H - Special, Super
5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14 - - - - - Special, Super
2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17 - - - - - Special, Super
6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 - - - - - Special, Super
5DGGST Nagoriyuki 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Nagoriyuki 2D.pngGuardLowStartup12Recovery18Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Nagoriyuki jP.pngGuardHighStartup7Recovery12AdvantageN/A j.P - - - - -
j.KGGST Nagoriyuki jK.pngGuardHighStartup7Recovery19AdvantageN/A - - - - j.D -
j.S - - - j.H j.D -
j.HGGST Nagoriyuki jH.pngGuardHighStartup16Recovery23AdvantageN/A - - - - j.D -
j.D - - - - - -
X = X is available on hit or block
X[+] = X is available on whiff

Navigation

 Nagoriyuki



To edit frame data, edit values in GGST/Nagoriyuki/Data.