GGST/Zato-1/Frame Data: Difference between revisions

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{{#lst:{{BASEPAGENAME}}/Data|Links}}
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[[File:GGST_Zato-1_Icon.png|thumb|left]]
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==Glossary==
==Glossary==
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==Normal Moves==
==Normal Moves==
{{#cargo_query:tables=MoveData_GGST
{{GGST-FullFrameDataTable|moveType=normal}}
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,riscGain,riscLoss,level,counter,invuln,prorate,notes
|where=chara="Zato-1" and type="normal"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}


==Special Moves==
==Special Moves==
{{#cargo_query:tables=MoveData_GGST
{{GGST-FullFrameDataTable|moveType=special}}
|fields=input,name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,riscGain,riscLoss,level,counter,invuln,prorate,notes
|where=chara="Zato-1" and type="special"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
==Supers==
==Supers==
{{#cargo_query:tables=MoveData_GGST
{{GGST-FullFrameDataTable|moveType=super}}
|fields=input,name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,riscGain,riscLoss,level,counter,invuln,prorate,notes
|where=chara="Zato-1" and type="super"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
==Other==
==Other==
{{#cargo_query:tables=MoveData_GGST
{{GGST-FullFrameDataTable|moveType=other}}
|fields=name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,riscGain,riscLoss,level,counter,invuln,prorate,notes
|where=chara="Zato-1" and type="other"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}


==Gatling Table==
==Gatling Table==
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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>


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGST/Navigation}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}

Revision as of 18:24, 3 January 2023

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 18 All 5 4 8 -2 +1 0 Small 80% 500 1500
5K 24 Low 8 4 10 -2 +1 1 Small 70% 750 1000
c.S 30 All 8 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 20×2 All 10 3,3 23 -12 -9 2 Mid 90% 700×2 1000
5H 48 All 13 9 19 -9 -6 4 Large 90% 2500 1000
2P 18 All 6 4 9 -3 0 0 Small 80% 500 1500
2K 26 Low 6 2 13 -3 0 1 Small 70% 750 1000
2S 35 All 11 4 20 -10 -7 2 Mid 90% 1500 1000
2H 40 All 13 7 26 -13 KD +31 4 Large 90% 2500 1000
j.P 13x3 High 8 5, 5, 2 15 +5 (IAD) +8 (IAD) 0 Small 80% 75×3 1000
j.K 20 High 7 4 11 +1 (IAD) +4 (IAD) 1 Small 80% 750 1000
j.S 26 High 9 4 14 +5 (IAD) +8 (IAD) 2 Mid 80% 1125 1000
j.H 38 High 12 14 13 +12 (IAD) +15 (IAD) 3 Mid 80% 1500 1000
j.D 40 High 11 4 22 -7 (Airborne) -4 (Airborne) 4 Large 80% 1875 1000
6P 30 All 12 8 12 -6 KD +23 2 Mid 1-3 Upper Body
4-15 Above Knees
90% 1500 1000
6K 30 High 28 5 7 +2 +6 2 Very Small 80% 1125 1000
6H 65 All 30 6 17 -6 -3 3 Large 90% 2000 1000
2D 27 Low 10 6 17 -9 HKD +47 2 Large 90% 1125 1000
5D 40 High 20 3 26 -15 0 2 Mid 80% 1125 3000 [1000]
5[D] 50 High 28 3 26 -10 KD +36 4 Mid 100% 1875 1500 [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
22H Invite Hell 30 All 18 32 2 -7 KD +25 2 Very Small 80% 500 1000
]P[ Pierce 20×2 All 13 3(17)2 24 KD 2 Very Small 80% 200×2 1000
236P Pierce 20×2 All 21 [25] 3(17)2 24 KD 2 Very Small 80% 200×2 1000
]K[ That's a lot 20×4 All 19→34→49→64 71 (15×4) Total 66 KD 2 Very Small 80% 100×4 1000
236K That's a lot 20×4 All 27→42→57→72 [31→46→61→76] 71 (15×4) Total 74 +55 KD +89 2 Very Small 80% 100×4 1000
]S[ Leap 20, 50 All 13 11(6)9 34 KD 3 Very Small 80% 200×2 1000
236S Leap 20, 50 All 21 [25] 11(6)9 34 +46 HKD +107 3 Very Small 80% 200×2 1000
]H[ Oppose 30×3 All 66 3×6 (Summon Vanishes) KD 4 Very Small 8-59F Guardpoint 80% 100×3 1000
236H Oppose 30×3 All 74 {78} 3×6 (Summon Vanishes) [36 Zato] KD 4 Very Small 16-67 {20-71} Guardpoint 80% 100×3 1000
623S Damned Fang 1x13, 69 [82] Ground Throw 6 2 38 HKD +7 1-7F Throw 50% 2500
214K Break The Law 13 8~59 Total 28~95 13-[13~71] Full
14-[21~77] Strike
22 During 214K(HOLD) Eddie Swap
214S Drunkard Shade 31 All 9 10 12 -8 -5 2 Mid 3-18F Projectile Reflect 90% 1500 1000
214S (Dash) Eddie Dash 30 Total
214H Summon Eddie 20 8
214H Unsummon Eddie 0 32

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
632146H Amorphous 135 All 8+8 Total 43 +12 HKD +82 4 100% 500 1000
632146S Sun Void 20×3 All 11+14 +3 KD +61 4 100% 100×3 1000
j.632146S Sun Void 20×3 All 11+14 KD 4 100% 100×3 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 +43 50% 2500
Air Throw 80 200000 (Air) 2 3 38 or Until Landing + 10 HKD +45 (IAD) 50% 2500
Wild Assault 30 All 20~31 3 20 +13 Stagger +12 4 Mid 90% 2500 3000
Wild Assault 50 32 3 20 +17 HKD +71 4 Mid 100% 2500 2000
Dash Cancel Total 26
Flight

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Zato-1 5P.pngGuardAllStartup5Recovery8Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 - - - - - Special, Super
5KGGST Zato-1 5K.pngGuardLowStartup8Recovery10Advantage-2 6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Zato-1 2K.pngGuardLowStartup6Recovery13Advantage-3 6P 6K - 6H 5D, 2D Special, Super
6KGGST Zato-1 6K.pngGuardHighStartup28Recovery7Advantage+2 - - - - - Special, Super
c.SGGST Zato-1 c.S.pngGuardAllStartup8Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12 - - - 5H, 2H - Special, Super
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10 - - - 5H, 2H - Special, Super
5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9 - - - - - Special, Super
2HGGST Zato-1 2H.pngGuardAllStartup13Recovery26Advantage-13 - - - - - Special, Super
6HGGST Zato-1 6H.pngGuardAllStartup30Recovery17Advantage-6 - - - - - Flight, Special, Super
5DGGST Zato-1 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Zato-1 j.P.pngGuardHighStartup8Recovery15Advantage+5 (IAD) - - - - - Flight, Super
j.KGGST Zato-1 j.K.pngGuardHighStartup7Recovery11Advantage+1 (IAD) - - - - j.D Flight, Super
j.SGGST Zato-1 j.S.pngGuardHighStartup9Recovery14Advantage+5 (IAD) - - - j.H j.D Flight, Super
j.HGGST Zato-1 j.H.pngGuardHighStartup12Recovery13Advantage+12 (IAD) - - - - j.D Flight, Super
j.DGGST Zato-1 j.D.pngGuardHighStartup11Recovery22Advantage-7 (Airborne) - - - - - Flight, Super
X = X is available on hit or block

Navigation

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