GGST/Sin Kiske/Frame Data

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Revision as of 11:25, 2 December 2022 by Invalidvalue (talk | contribs) (→‎Gazelle Step Frame Advantage: they're only +6 on crouch CH)
 Sin Kiske



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 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 6 3 7 0 +3 0 Small 80% 500 1500
5K 29 All 7 3 12 -3 0 1 Small 90% 1000 1000
c.S 41 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 34 All 11 3 19 -8 -5 2 Mid 90% 1500 1000
5H 25, 25 All 16 3(12)3 18 -2 +1 4 Large 90% 1000×2 1000
5D 45 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 56 High 28 3 26 -10 KD +36 4 Mid 100% 1875 1500 [1000]
2P 21 All 5 3 9 -2 +1 0 Small 80% 500 1500
2K 25 Low 6 3 11 -2 +1 1 Small 70% 750 1000
2S 32 All 12 6 13 -5 -2 2 Mid 90% 1500 1000
2H 15, 25 Low, All 14 3(12)6 27 -16 KD +25 3 Large 90% 750, 1000 1000
2D 33 Low 10 6 15 -7 HKD +53 2 Large 90% 1125 1000
6P 34 All 11 6 20 -12 -9 2 Mid 1-3 Upper Body
4-16 Above Knee
90% 1500 1000
6K 36 Low 21 4 10 +3 KD +39 3 Mid 90% 1500 1000
6H 48 All 15 4 17 -4 KD +30 3 Large 90% 2000 1000
j.P 19 High 6 3 9 0 Small 80% 375 1000
j.K 26 High 7 3 15 -1 (IAD) +2 (IAD) 1 Small 80% 750 1000
j.S 33 High 9 4 21 +1 (IAD) +4 (IAD) 2 Mid 80% 1125 1000
j.H 44 High 11 4 26 +3 (IAD) +6 (IAD) 2 Mid 80% 1125 1000
j.D 41 High 28 Until Landing 16 -3 at best 0 at best 2 Mid 80% 1125 1000

Special Moves

  • Values in [] are during Shock State
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
236H Beak Driver 35 All 16 6 22 -14 -11 2 Mid 80% 1500 1000
236H~H Beak Driver Follow-Up 47 All 13 11 9 -3 KD +29 3 Mid 80% 2000 1000
623S Hawk Baker 20, 30 All 9 6(23)4 36 -26 KD +3 [-22] 2 Large, Very Small 1-11F Strike 60% 700×2 1000
623S~S Hawk Baker Follow-Up 43 All 12 3 33 -19 KD +28 3 Mid 1-14F Strike 60% 2000 2000
214S Hoof Stomp 17, 17 High 21 3, 3 22 -11 -8 2 Mid 6-23F Foot 80% 525×2 1000
214S~S Hoof Stomp Follow-Up 41 All 13 3 22 -8 KD +23 3 Mid 80% 2000 1000
236K Elk Hunt 33 Low 21 7 15 -8 -5 2 Mid 10-30F Low Profile 80% 1125 1000
236K~K Elk Hunt Follow-Up 41 All (Guard Crush) 13 3 20 +8 KD +33 3 Mid 80% 2000 1000
66 after special move Gazelle Step - Total 24
63214P Still Growing - Total 49

Overdrives

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
632146H R.T.L 20×2, 50 All 11+5 12 25+32 After Landing -55 HKD +20 2 Mid 1-18F Full 100% 500×3 1000
632146HH R.T.L Follow-up 10~100 All 12 8 39+15 After Landing -43 HKD +20 4 Very Small 100% 2500 0
236236P Tyrant Barrel 50 All 9+1 3 38 -22 HKD +53 4 Mid None 100% 2500 1000
236236P~]P[ Tyrant Barrel Follow-up 45→65→95 All (Guard Crush) 3 3 39 -12 HKD +19 [CL HKD +56] (OTG -6) 4 Mid None 100% 2500 0

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 2 3 38 HKD +53 none 50% 2500
Air Throw 80 2 3 38 or Until Landing + 10 HKD +54 (IAD) none 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

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Sin Kiske 5P.pngGuardAllStartup6Recovery7Advantage0 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Sin Kiske 2P.pngGuardAllStartup5Recovery9Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Sin Kiske 6P.pngGuardAllStartup11Recovery20Advantage-12 - - - - - Special, Super
5KGGST Sin Kiske 5K.pngGuardAllStartup7Recovery12Advantage-3 6P 6K - 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Sin Kiske 2K.pngGuardLowStartup6Recovery11Advantage-2 6P 6K - 6H 5D, 2D Special, Super
c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8 - - - 5H, 2H - Special, Super
2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5 - - - 5H, 2H - Special, Super
5HGGST Sin Kiske 5H 2.pngGuardAllStartup16Recovery18Advantage-2 - - - - - Special, Super
2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 - - - - - Special, Super
6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4 - - - - - Special, Super
5DGGST Sin Kiske 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Sin Kiske 2D.pngGuardLowStartup10Recovery15Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Sin Kiske jP.pngGuardHighStartup6Recovery9Advantage- j.P - - - - Special, Super
j.KGGST Sin Kiske jK.pngGuardHighStartup7Recovery15Advantage-1 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Sin Kiske jS.pngGuardHighStartup9Recovery21Advantage+1 (IAD) - - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Sin Kiske jH.pngGuardHighStartup11Recovery26Advantage+3 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Sin Kiske jD.pngGuardHighStartup28Recovery16Advantage-3 at best - - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Still Growing

Still Growing has five different effects, each with five levels of effectiveness (and three with five different amounts of time that they are in affect). Each level has a corresponding chance depending on how strong they are:

  • Level 1: 33.3% chance (5/15)
  • Level 2: 26.7% chance (4/15)
  • Level 3: 20.0% chance (3/15)
  • Level 4: 13.3% chance (2/15)
  • Level 5: 6.7% chance (1/15)

Level is determined first, and then the effect is chosen:

  • Ice Cream increases Tension by a flat 3%/6%/9%/12%/15%.
  • Lizard increases Health by 5/10/15/20/25.
  • Meat increases Sin's damage dealt by 2%/4%/6%/8%/10% and chooses the duration with an additional roll, with those values being 2, 3, 4, 5, or 6 seconds.
  • Lobster decreases Sin's damage taken by 2%/4%/6%/8%/10% and chooses the duration with an additional roll, with those values being 2, 3, 4, 5, or 6 seconds.

Fish was left off this list because it increases multiple values:

  • Walk Speed (forward): 8%/16%/24%/32%/40%
  • Walk Speed (backward): 5%/10%/15%/20%/25%
  • Dash Speed (initial): 3.5%/7%/10.5%/14%/17.5%
  • Dash Speed (acceleration): 3.5%/7%/10.5%/14%/17.5%

Like Meat and Lobster, these aren't permanent buffs and their duration is chosen with an additional roll, with those values being 2, 3, 4, 5, or 6 seconds. Why is this so complicated? Why is there no visual indicator? Daisuke's vision.


Gazelle Step Frame Advantage

Special Cancel into Gazelle Step
Cancel On Block On Hit On CH
236K -11 -8 +5
236K~K +6 - -
214S -11 -8 +3
214S~S -8 - -
623S -11 - -
623S~S -8 - -
236H -11 -8 +5
236H~H -8 - -

Navigation

 Sin Kiske



To edit frame data, edit values in GGST/Sin Kiske/Data.