GGST/Leo Whitefang/Frame Data

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Leo Whitefang


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 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.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
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  
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. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss 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.
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 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.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension 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.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Leo Whitefang 0 3 4 Heavy 20/1~5 strike invuln/1~15 airborne 21 Step-Dash during Brynhildr Stance 32.0
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
38 340.1 53 656.5 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6
Brynhildr Stance Data
Backdash Forward Dash Walk Speed Backwalk Speed Initial dash speed Dash accelration Dash friction
17 17 10.0 8.0 24.0

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 5 5 6 -1 +2 0 Small 80% 200 1500
5K 32 All 9 4 13 -3 0 2 Small 90% 1500 1000
c.S 40 All 7 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 34 All 12 6 21 -13 -10 2 Mid 90% 1500 1000
5H 42 All 15 5 22 -10 -7 3 Large 100% 2000 1000
2P 22 All 6 4 8 -2 +1 0 Small 80% 500 1500
2K 26 Low 7 6 11 -5 -2 1 Small 70% 750 1000
2S 26 Low 10 3 13 -2 +1 2 Mid 90% 1125 1000
2H 44 All 12 8 30 -20 KD 3 Large 100% 2000 1000
j.P 24 High 5 3 9 0 Small 80% 375 1000
j.K 30 High 10 7 25 1 Small 80% 750 1000
j.S 24×2 High 7 3(3)3 17 2 Mid 80% 525×2 1000
j.H 42 High 11 3 19 2 Mid 80% 1125 1000
j.D 44 High 22 Until L 15 2 Mid 100% 1125 1000
6P 38 All 10 5 18 -5 3 Mid 1-2 Upper Body
3-14 Above Knees
90% 2000 1000
6K 30 All 14 3 18 -4 -1 3 Mid 100% 2000 1000
6H 50 All 28 2 30 -15 -12 3 Large 100% 2000 1000
2D 40 Low 12 6 19 -8 HKD 3 Large 90% 1500 1000
5D 40 High 20 3 26 -15 0 2 Mid 80% 1125 3000
5[D] 50 High 28 3 26 -10 KD 4 Mid 100% 1875 1500
[s/h] h/s 42 All 10 3 14 0 KD 3 Large 60% 2000 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
[4]6S S Graviert Wurde 20×2 All 10 31 or Until Hit*2 Total 54F -16 -13 2 Very Small 80% 100×2 1000
[4]6H H Graviert Wurde 16×4 All 23 Until Hit*4 Total 73F +11 +14 2 Very Small 80% 100×4 1000
[2]8S S Eisen Sturm 28,25 All 9 3,12 33 -28 2,3 Large 1-9 Strike 60% 700, 1000 1000
[2]8H H Eisen Sturm 28,25,28 All 10 3,12(10)5 42 -52 2,3,4 Large 1-10 Strike 60% 500, 600, 800 1000
236S Kaltes Gestöber Erst 37 All 12 3 20 -6 3 Very Small 100% 2000 1000
236H Kaltes Gestöber Zweit 41 All 23 [25] 3 22 [16] -6 [+2] 4 Very Small 90% 2500 1000
214S Turbulenz 55 All 21 6 21 -8 4 Large 90% 2500 2000
bt.214K Gländzendes Dunkel 115 Ground Throw 30 3 42 HKD +50 50% 2500
bt.214H Blitzschlag 65 All (Guard Crush) 29 3 33 +21 4 Large 100% 2500 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
632146S Stahl Wirbel 170 All 4+1 Total 27F +14 4 Very Small 65% 500 1000
632146H Leidenschaft des Dirigenten 20×4,50 All 10+1 8(15)12(13)8(10)8(44)6 43 -33 4 Mid 1-18 90% 500×5 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 +50 50% 2500
Air Throw 80 Air Throw 2 3 Until L+10 50% 2500
Dash Cancel Total 22
bt.P 30 All 7 4 12 -2 [+2] 13 [+17] 2 Mid 1-10 Upper Body 90% 1500 1000
bt.K 24 Low 5 3 6 +3 [+0] +6 [+3] 1 Small 70% 750 1000
bt.S 28 All 6 6 14 -3 [+5] 0 [+8] 3 Mid 90% 2000 1000
bt.H 42 High 18 4 22 -6 [+5] KD 4 Mid 9~19F Airborne 80% 1875 2000
Kahn Schild 74 All 3 17 Total 37F 1-2 Strike/Projectile 3-19 Parry 50% 2500
Brynhildr Cancel - Total 11F


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Leo Whitefang 5P.pngGuard:
All
Startup:
5
Recovery:
6
Advantage:
-1
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Leo Whitefang 2P.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
- - - - - Special, Super
5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
6P 6K - 6H 5D, 2D Special, Super
6KGGST Leo Whitefang 6K.pngGuard:
All
Startup:
14
Recovery:
18
Advantage:
-4
- - - - - Special, Super
c.SGGST Leo Whitefang c.S.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
- - - 5H, 2H, 6H - Special, Super
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
- - - 5H, 2H, 6H - Special, Super
5HGGST Leo Whitefang 5H.pngGuard:
All
Startup:
15
Recovery:
22
Advantage:
-10
- - f.S, 2S - - Special, Super
2HGGST Leo Whitefang 2H.pngGuard:
All
Startup:
12
Recovery:
30
Advantage:
-20
- - f.S, 2S - - Special, Super
6HGGST Leo Whitefang 6H.pngGuard:
All
Startup:
28
Recovery:
30
Advantage:
-15
- - f.S, 2S - - Special, Super
5DGGST Leo Whitefang 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8
- - - - - -
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
bt.PGGST Leo Whitefang bt P.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-2 [+2]
- bt.K bt.S bt.H bt.D Special, Super
bt.KGGST Leo Whitefang bt K.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
+3 [+0]
bt.P - bt.S bt.H bt.D Jump, Forward Dash, Special, Super
bt.SGGST Leo Whitefang bt S.pngGuard:
All
Startup:
6
Recovery:
14
Advantage:
-3 [+5]
- - - bt.H bt.D Special, Super
bt.HGGST Leo Whitefang bt H.pngGuard:
High
Startup:
18
Recovery:
22
Advantage:
-6 [+5]
- - - - bt.D Special, Super
bt.DGGST Leo Whitefang bt D.pngGuard:
All
Startup:
3
Recovery:
Total 37F
Advantage:
-
- - - - - -
Air Gatlings
P K S H D Cancel
j.PGGST Leo Whitefang jP.pngGuard:
High
Startup:
5
Recovery:
9
Advantage:
-
j.P - - - - -
j.KGGST Leo Whitefang jK.pngGuard:
High
Startup:
10
Recovery:
25
Advantage:
-
- - - - j.D Jump, Forward Air Dash
j.SGGST Leo Whitefang jS.pngGuard:
High
Startup:
7
Recovery:
17
Advantage:
-
- - - j.H j.D Jump, Forward Air Dash
j.HGGST Leo Whitefang jH.pngGuard:
High
Startup:
11
Recovery:
19
Advantage:
-
- - - - j.D Jump, Forward Air Dash
j.DGGST Leo Whitefang jD.pngGuard:
High
Startup:
22
Recovery:
15
Advantage:
-
- - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Navigation

Leo Whitefang


Ambox notice.png To edit frame data, edit values in GGST/Leo Whitefang/Data.