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! Name ! Damage ! GuardHow this attack can be guarded. Throws have their throw range listed. ! StartupNumber of frames to reach the first active frame (includes the first active frame). ! ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. ! RecoveryHow long this attack is in a recovery state before returning to neutral. ! Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. ! Inv. ! RISC+The amount the R.I.S.C. Level increases on block. Click the link for the full article. ! RISC-The amount the R.I.S.C. Level decreases on hit. Click the link for the full article. ! ProrateAdditional Proration. ! TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. ! RomanRoman Cancel options for this move. ! LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. ! BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. ! HitstunWhen hitting a grounded opponent, how much hitstun they experience. ! UntechWhen hitting an airborne opponent, how long they can't air tech. ! HitstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.