GGST/Ramlethal Valentine/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search


Glossary

How do I read frame data?

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 Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance The amount of R.I.S.C. Level characters gain when blocking is multiplied by this R.I.S.C. Gain Modifier.
Jump Duration Jump Duration in total frames, if uncanceled.
Jump Height Jump Height in total in-game units of distance.
High Jump Duration High Jump Duration in total frames, if uncanceled.
efiad Earliest Forward Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Forward Air Dash can be performed.
ebiad Earliest Back Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Back Air Dash can be performed.
fadd Forward Air Dash Duration in frames. An /X number represents the earliest frame a Forward Air Dash can be canceled into Faultless Defense.
badd Back Air Dash Duration in frames.
fadat Forward Air Dash Attack Transition in frames. The minimum amount of frames after a Forward Air Dash that an attack can be performed.
badat Back Air Dash Attack Transition in frames. The minimum amount of frames after a Back Air Dash that an attack can be performed.
Frame Data Glossary
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.
  • 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.

OnHit 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.

RiscGain How much the R.I.S.C. Level increases when this attack is blocked.
RiscLoss How much the R.I.S.C. Level decreases when this attack hits.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. 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.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
Ramlethal Valentine
GGST_Ramlethal_Valentine_Icon.png
1.06 1 4 Light 20/1~5 strike invuln/1~15 airborne 1 38 48 3 3 25/19 12 18 6

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 22 All 5 4 8 -2 1 500 1500 0 Small 80%
5K 30 All 7 3 11 -2 1 1000 1000 1 Small 90%
c.S 40 All 7 6 13 -2 1 2000 1000 3 Mid 100%
f.S 32 [25] All 11 6 21 -10 [-13] -7 [-10] 2000 [1500] 1000 3 [2] Mid 90%
5H 42 [33] All 12 3 28 -12 [-13] -9 [-11] 2500 [2000] 1000 4 [3] Large 100%
2P 22 All 6 4 9 -3 0 500 1500 0 Small 80%
2K 26 Low 6 5 9 -2 1 1000 1000 1 Small 70%
2S 38 [30] Low 12 [12] 4 [4] 20 [20] -7 [-10] -4 [-7] 2000 [1500] 1000 3 [2] Mid 90%
2H 46 [36] All 14 9 25 -15 [-17] KD 2500 [2000] 1000 4 [3] Large 100%
j.P 20 High 5 4 8 500 1000 0 Small 80%
j.K 22 High 7 4 13 1000 1000 1 Small 80%
j.S 30 [24] High 12 4 24 1500 [1000] 1000 2 [1] Mid 80%
j.H 40 [32] High 19 6 31 1500 [1000] 1000 2 [1] Mid 80%
j.D 16×3 High 10 225×3 1000 (Once) 1 Mid 80%
6P 30 All 9 5 18 -9 -6 1500 1000 1 Mid 80%
6H 50 [40] All 18 [18] 2 [2] 33 [33] -16 [-18] KD [-15] 2500 [2000] 1000 4 [3] Large 100%
2D 36 Low 10 6 19 -8 KD 2000 1000 3 Large 90%
5D 45 High 20 2 27 -15 0 1125 3000 2 Mid 80%
5[D] 56 High 28 2 27 -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 Bajoneto 30,35 All 20 Total 37 +9 22~40 500 2000 2 Small 80%
236H Bajoneto 30,35 All 20 Total 43 +3 KD 500 2000 2 Small 80%
623P Dauro 35 All 11 3 27 -10 +5 2500 2000 4 Mid 100%
214K Sildo Detruo 40 Mid 30 2 18 +2 +6 2000 1000 3 Mid 80%
j.214K Sildo Detruo 40 Mid 30 Until L -3~+3 +3~+6 2000 1000 3 Mid 80%
214H Sabrubato 100 [75] {50} All 19 4 42 -27 [-27] {-32} KD 2500 [2500] [1500] 2000 4 [4] {2} Large 100%
214P Erarlumo 30 All 16 7 12 -5 +1 2500 1000 2 Mid 100%
214P 214P Erarlumo 35 [50] All 9 4 25 -12 [-10] +14 [?] 1500 [2000] 1000 3 [4] Mid 100%
214P 214P 214P Erarlumo 40 [70] All 11 6 38 -25 KD 2500 1000 4 Large 100%
j.214S Agressa Ordono 30,30 [24,30] [30,24] {24,24} All 12 4(10)4 24 KD 1000×2 [700, 1000] [1000, 700] {700×2} 1000 (Once) 3 Small 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
632146H Calvados 4×29,40 All (Guard Crush) 11+13 +16 KD 100×30 1000 (Once) 1 Small 100%
236236S Mortobato 160 [130] {100} All 7+2 6 42 -30 [-30] {-35} KD 2500 {1500} 1000 4 [4] {2} Mid 100%

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
Ground Throw 80 Ground Throw 2 3 38 2500 50%
Air Throw 80 Air Throw 2 3 Until L+10 2500 50%

Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGST Ramlethal Valentine 5P.png
Guard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P - - 6H - Sp
2P
GGST Ramlethal Valentine 2P.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
-3
5P, 2P, 6P - - 6H - Sp
3PNo results - - - - - Sp
5K
GGST Ramlethal Valentine 5K.png
Guard:
All
Startup:
7
Recovery:
11
Advantage:
-2
6P - - 6H 5D, 2D Jump, Sp
2K
GGST Ramlethal Valentine 2K.png
Guard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
6P - - 6H 5D, 2D Sp
c.S
GGST Ramlethal Valentine cS.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-2
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S
GGST Ramlethal Valentine fS.png
Guard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
- - - 5H, 2H - Sp
2S
GGST Ramlethal Valentine 2S.png
Guard:
Low
Startup:
12 [12]
Recovery:
20 [20]
Advantage:
-7 [-10]
- - - 5H, 2H - Sp
5H
GGST Ramlethal Valentine 5H.png
Guard:
All
Startup:
12
Recovery:
28
Advantage:
-12 [-13]
- - - - - Sp
2H
GGST Ramlethal Valentine 2H.png
Guard:
All
Startup:
14
Recovery:
25
Advantage:
-15 [-17]
- - - - - Sp
6H
GGST Ramlethal Valentine 6H.png
Guard:
All
Startup:
18 [18]
Recovery:
33 [33]
Advantage:
-16 [-18]
- - - - - Sp
5D
GGST Ramlethal Valentine 5D.png
Guard:
High
Startup:
20
Recovery:
27
Advantage:
-15
- - - - - -
2D
GGST Ramlethal Valentine 2D.png
Guard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGST Ramlethal Valentine jP.png
Guard:
High
Startup:
5
Recovery:
8
Advantage:
-
j.P - - - - Sp
j.K
GGST Ramlethal Valentine jK.png
Guard:
High
Startup:
7
Recovery:
13
Advantage:
-
- - - - j.D Jump, Dash, Sp
j.S
GGST Ramlethal Valentine jS.png
Guard:
High
Startup:
12
Recovery:
24
Advantage:
-
- - - j.H j.D Jump, Dash, Sp
j.H
GGST Ramlethal Valentine jH.png
Guard:
High
Startup:
19
Recovery:
31
Advantage:
-
- - - - j.D Jump, Dash, Sp
j.D
GGST Ramlethal Valentine jD.png
Guard:
High
Startup:
10
Recovery:
-
Advantage:
-
- - - - - Jump, Dash, Sp
X = X is available on hit or block
Sp = Special Attacks and Overdrives (aka: Specials and Supers)

Navigation


Ambox notice.png To edit frame data, edit values in GGST/Ramlethal Valentine/Data.