GGST/Testament/Frame Data

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Revision as of 22:38, 16 July 2023 by BaredBoke (talk | contribs) (→‎System Data: format update)



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
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Testament 12 1 34.0 4 18 1-5F 1-15F Possession
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
43 55 409.5 663.6 7 18/24 6/11 735.625 234.929 3×21 4×25


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 24 All 6 3 9 -2 +1 0 Small 80% 500 1500
5K 28 All 7 4 11 -3 0 1 Small 90% 1000 1000
c.S 39 All 8 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 33 All 12 3 18 -7 -4 2 Mid 90% 1500 1000
5H 46 All 13 2 25 -8 KD +32 4 Large 90% 2500 1000
5D 45 High 20 3 26 -15 ±0 2 Mid none 80% 1125 3000 [1000]
5[D] 56 High 28 3 26 -10 KD +36 4 Mid none 100% 1875 1500 [1000]
6P 31 All 11 6 15 -7 KD +28 2 Mid 1-3 Upper Body
4-17 Above knees
90% 1500 1000
6H 61 All 23 6 32 -19 HKD +56 4 Large 90% 2500 1000
2P 22 All 5 3 10 -3 0 0 Small 80% 500 1500
2K 25 Low 6 2 13 -3 0 1 Small 4-20F Low Profile 70% 750 1000
2S 30 Low 10 3 18 -7 -4 2 Mid 90% 1125 1000
2H 49 All 23 9 12 -2 KD +36 4 Large 90% 2500 1000
2D 32 Low 14 3 22 -8 HKD +50 3 Large 90% 1500 1000
j.P 19 High 6 4 10 +1 (IAD j.PP) +4 (IAD j.PP) 0 Small 80% 375 1000
j.K 25 High 8 2 12 -3 (IAD) 0 (IAD) 1 Small 80% 750 1000
j.S 31 High 9 3 19 0 (IAD) +3 (IAD) 2 Mid 80% 1125 1000
j.H 40 High 13 5 16 +5 (IAD) +8 (IAD) 2 Mid 80% 1125 1000
j.D 46 High 12 6 22 2 Mid 80% 1125 1000

Special Moves

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
Stain Stain 40 All HKD 3 Very Small 80% 250 2000
236S S Grave Reaper 43, 31 All 16~22 4, (5), 30 27 -4 KD +39 3, 1 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
236H H Grave Reaper 43, 31 All 13~19 4, (5), 30 21 +2 KD +50 3, 1 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
236{S} S Grave Reaper 48, 36 All 23~29 4, (5), 70 22 +3 KD +44 3, 2 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
236{H} H Grave Reaper 48, 36 All 20~26 4, (5), 70 16 +9 KD +55 3, 2 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
236[S] S Grave Reaper 53, 41 All 30~36 4, (5), 110 19 +10 KD +65 3, 3 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
236[H] H Grave Reaper 53, 41 All 27~33 4, (5), 110 13 +16 KD +85 3, 3 Mid, Very Small 90%, 80% 1000, 200 2000, 1000
214P Unholy Diver 23 All 21 Total 39 +1 +4 2 Very Small 80% 500 100
214K Possession 16 Total 35 16-25F Full
214S S Arbiter Sign 63 Low 24 3 26 -12 KD +36 3 Very Small 90% 1500 1000
214H H Arbiter Sign 63 High 28 3 26 -12 KD +38 3 Very Small 80% 1500 1000

Supers

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
236236P Nostrovia 20×2, 57 All 11+19 6, (20), 6, (24), 4 Total 53 +63 HKD +134 3 Very Small 100% 100×3 1000
236236K Calamity One 123 All 11+4 5 67 -38 HKD +48 4 Very Small 1-19F Full 100% 500 1000

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 Ground Throw 2 3 38 HKD +51 Forced 50% 2500
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +53 (IAD) Forced 50% 2500
Wild Assault 30 All 16~28 3 20 -4 -1 4 Mid 90% 2500 4000
Wild Assault 50 All 29 3 20 -4 HKD 4 Mid 100% 2500 3000
Finish Blow 80 HKD +23 4 1000
Dash Cancel Total 26

Stain Frame Data

Stain automatically triggers after attacks (not projectiles) connect on characters in Stain State, largely improving the frame data. Stain always hits 24 frames after the attack connects, and applies 23 frames of blockstun (similar to Attack Level 1) regardless of the blockstun of the move which triggered it. The 24 frame timer is not affected by hitstop, meaning that Testament's frame advantage from Stain is relatively greater for moves with less hitstop. The below table provides the on-block data for all moves that can trigger Stain activation, including your final frame advantage if cancelled into PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- or Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 (assuming it doesn't also hit), and the frametrap gap, if there is one.

Stain Frame Data
Move On-Block Cancels Frametrap
No Cancel Possession Unholy Diver Dash Cancel
5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 +24 +1 -4 - F3
5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 +20 +0 -5 +8 -
c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 +17 -2 -7 +6 -
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 +13 -1 -6 - -
5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 +5 -3 -8 - -
5DGGST Testament 5D.pngGuardHighStartup20Recovery26Advantage-15 -2 - - - -
5[D]GGST Testament 5D.pngGuardHighStartup20Recovery26Advantage-15 -2 - - - -
2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3 +23 +1 -4 - F3
2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 +20 +0 -5 - -
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 +13 -1 -6 - -
2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 +11 -3 -8 - -
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 +13 -1 -6 - -
6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 -6 -3 -8 - -
2DGGST Testament 2D.pngGuardLowStartup14Recovery22Advantage-8 +8 -2 -7 - -
214SGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 +4 - - - -
214HGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12 +4 - - - -
236S/H +3 - - - -
236{S/H} +8 - - - -
236[S/H] +11 - - - -
236S/H(1) +8 - - - -
236{S/H}(1) +13 - - - -
236[S/H](1) +16 - - - -

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Testament 5P.pngGuardAllStartup6Recovery9Advantage-2 5P, 2P, 6P - - 6H - Special, Super
2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3 5P, 2P, 6P - - 6H - Special, Super
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 - - - - - Special, Super
5KGGST Testament 5K.pngGuardAllStartup7Recovery11Advantage-3 6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Testament 2K.pngGuardLowStartup6Recovery13Advantage-3 6P - - 6H 5D, 2D Special, Super
c.SGGST Testament cS.pngGuardAllStartup8Recovery10Advantage+1 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 - - - 5H, 2H - Special, Super
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 - - - 5H, 2H - Special, Super
5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 - - - - - Special, Super
2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 - - - - - Special, Super
6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 - - - - - Special, Super
5DGGST Testament 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Testament 2D.pngGuardLowStartup14Recovery22Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Testament jP.pngGuardHighStartup6Recovery10Advantage+1 (IAD j.PP) j.P - - - - Special, Super
j.KGGST Testament jK.pngGuardHighStartup8Recovery12Advantage-3 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD) - - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Testament jD.pngGuardHighStartup12Recovery22Advantage- - - - - - -
X = X is available on hit or block

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