GGST/Nagoriyuki/Frame Data

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Nagoriyuki


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 percentage in other sections.
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 modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
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
Nagoriyuki -8 4 5 Heavy 23/1~6 strike invuln/1~16 airborne Fukyo, Unique Super Jump, No Run, No Airdash, No Double Jump 30.0
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
41 389.0 38 437.0

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 Mid 5 3 9 0 +3 1 Small 80% 1000 1500
5K 34 Mid 7 2 12 0 +3 2 Small 90% 1500 1000
c.S 40 Mid 7 6 10 +3 KD 4 Mid 2500 1000
f.S Level 1 25 Mid 16 3 28 -17 -14 2 Mid 90% 1500 1000
f.S Level 2 30 Mid 14 3 28 -17 -14 2 Mid 90% 1500 1000
f.S Level 3 35 Mid 12 3 28 -17 -14 2 Mid 90% 1500 1000
f.S Level BR 45 Mid 12 3 28 -17 -14 2 Mid 90% 1500 1000
f.SS Level 1 25 Mid 13 3 19 -8 -5 2 Mid 1500 2000
f.SS Level 2 30 Mid 13 3 19 -8 -5 2 Mid 1500 2000
f.SS Level 3 35 Mid 13 3 19 -8 -5 2 Mid 1500 2000
f.SS Level BR 45 Mid 13 3 19 -8 -5 2 Mid 1500 2000
f.SSS Level 1 25 Mid 14 6 38 -25 HKD 4 Mid 2500 1000
f.SSS Level 2 30 Mid 14 6 38 -25 HKD 4 Mid 2500 1000
f.SSS Level 3 35 Mid 14 6 38 -25 HKD 4 Mid 2500 1000
f.SSS Level BR 80 Mid 14 6 38 -25 HKD 4 Mid 2500 1000
5H Level 1 60 Mid 20 6 27 -14 KD 4 Large 2500 1000
5H Level 2 65 Mid 18 6 27 -14 KD 4 Large 2500 1000
5H Level 3 70 Mid 16 6 27 -14 KD 4 Large 2500 1000
5H Level BR 91 Mid 16 6 27 -14 KD 4 Large 2500 1000
2P 22 Mid 6 3 11 -2 +1 1 Small 80% 1000 1500
2K 26 Low 7 5 8 -1 +2 1 Small 70% 750 1000
2S Level 1 32 Low 12 4 15 -5 -2 2 Mid 90% 1125 1000
2S Level 2 37 Low 11 4 15 -5 -2 2 Mid 90% 1125 1000
2S Level 3 42 Low 10 4 15 -5 -2 2 Mid 90% 1125 1000
2S Level BR 54 Low 10 4 15 -5 -2 2 Mid 90% 1125 1000
2H Level 1 50 Mid 19 7 29 -17 KD 4 Large 2500 1000
2H Level 2 55 Mid 17 7 29 -17 KD 4 Large 2500 1000
2H Level 3 60 Mid 15 7 29 -17 KD 4 Large 2500 1000
2H Level BR 78 Mid 15 7 29 -17 KD 4 Large 2500 1000
j.P 20 High 7 3 12 N/A N/A 0 Small 80% 200 1000
j.K 26 High 7 3 19 N/A N/A 1 Small 80% 1000 1000
j.S Level 1 35 High 13 3 20 N/A N/A 2 Mid 80% 1500 1000
j.S Level 2 37 High 12 3 20 N/A N/A 2 Mid 80% 1500 1000
j.S Level 3 39 High 11 3 20 N/A N/A 2 Mid 80% 1500 1000
j.S Level BR 50 High 11 3 20 N/A N/A 2 Mid 80% 1500 1000
j.H Level 1 41 High 16 4 23 N/A N/A 3 Mid 80% 2000 1000
j.H Level 2 43 High 15 4 23 N/A N/A 3 Mid 80% 2000 1000
j.H Level 3 45 High 14 4 23 N/A N/A 3 Mid 80% 2000 1000
j.H Level BR 58 High 14 4 23 N/A N/A 3 Mid 80% 2000 1000
j.D Level 1 55 High 15 3 20 N/A N/A 3 Mid 80% 2000 1000
j.D Level 2 60 High 13 3 20 N/A N/A 3 Mid 80% 2000 1000
j.D Level 3 65 High 11 3 20 N/A N/A 3 Mid 80% 2000 1000
j.D Level BR 84 High 11 3 20 N/A N/A 3 Mid 80% 2000 1000
6P 34 Mid 12 5 15 -6 -3 2 Mid 1~3F Upper Body
4~17F Above Knee
90% 1500 1000
6K 35 Low 15 3 15 -4 -1 2 Mid 90% 1125 1000
6H Level 1 70 Mid 17 6 30 -17 KD 4 Large 2500 1000
6H Level 2 80 Mid 16 6 30 -17 KD 4 Large 2500 1000
6H Level 3 90 Mid 15 6 30 -17 KD 4 Large 2500 1000
6H Level BR 117 Mid 15 6 30 -17 KD 4 Large 2500 1000
2D 30 Low 12 3 18 -7 HKD 2 Large 90% 1125 1000
5D 50 High 20 3 26 -15 0 2 Mid 80% 1125 3000
5[D] 62 High 28 3 26 -10 KD 4 Mid 100% 1875 1500


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
236S Zarameyuki 45 Mid 18 9 Total 39 +5 +8 2 Very Small 80% 500 1000
236K Forward Fukyo N/A N/A - N/A Total 25 N/A N/A N/A 1~25F Above Chest
214K Backward Fukyo N/A N/A - N/A Total 16 N/A N/A N/A 1~16F Above Chest
214H Kamuriyuki 50 Mid 14 5 17 -3 HKD 4 Large 90% 2500 1000
623H Shizuriyuki (1) 45 Mid 11 3 21 -7 HKD 3 Large 1-13F Upper Body 1000 1000
623HH Shizuriyuki (2) 55 Mid 10 6 29 -16 HKD 4 Large 1200 1000
623P Bloodsucking Universe 80/90/100 Ground Throw 7 2 48 NA HKD N/A 1~8F Throw 50% 2500

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 Wasureyuki 70, 3×17, 60 Mid 7+(173 Flash)+2 2 54 -37 HKD +73 3 Mid 1~10F Full 2000 1000
632146H Zansetsu 200 Mid 11+(58 Flash)+10 6 80 -66 HKD +15 4 Very Small 1~26F Full 2500 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
BR Activation N/A Guard Crush 4+38+3 10 70 -12 HKD 1~15f Full after freeze 5 1000
BR Deactivation N/A N/A 1+59 N/A 0 N/A N/A 1F Full
Ground Throw 90 120 2 3 38 N/A HKD +41 N/A 50% 2500
Air Throw 90 200 2 3 Until landing+10 N/A HKD N/A 50% 2500


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Nagoriyuki 5P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
0
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Nagoriyuki 2P.pngGuard:
Mid
Startup:
6
Recovery:
11
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
- - - - - Special, Super
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
6P 6K - 6H 5D, 2D Jump, Special, Super
6KGGST Nagoriyuki 6K1.pngGuard:
Low
Startup:
15
Recovery:
15
Advantage:
-4
- - - - - Special, Super
2KGGST Nagoriyuki 2K.pngGuard:
Low
Startup:
7
Recovery:
8
Advantage:
-1
6P 6K - 6H 5D, 2D Special, Super
c.SGGST Nagoriyuki cS.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
+3
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
f.SNo results - - f.SS 5H, 2H - Special, Super
f.SSNo results - - f.SSS - - Special, Super
f.SSSNo results - - - - - -
2SNo results - - - 5H, 2H - Special, Super
5HGGST Nagoriyuki 5HComparison.pngGuard:
Mid
Startup:
20
Recovery:
27
Advantage:
-14
- - - - - Special, Super
2HGGST Nagoriyuki 2HComparison.pngGuard:
Mid
Startup:
19
Recovery:
29
Advantage:
-17
- - - - - Special, Super
6HGGST Nagoriyuki 6HComparison.pngGuard:
Mid
Startup:
17
Recovery:
30
Advantage:
-17
- - - - - Special, Super
5DGGST Nagoriyuki 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Nagoriyuki 2D.pngGuard:
Low
Startup:
12
Recovery:
18
Advantage:
-7
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Nagoriyuki jP.pngGuard:
High
Startup:
7
Recovery:
12
Advantage:
N/A
j.P - - - - -
j.KGGST Nagoriyuki jK.pngGuard:
High
Startup:
7
Recovery:
19
Advantage:
N/A
- - - - j.D -
j.SNo results - - - j.H j.D -
j.HGGST Nagoriyuki jH.pngGuard:
High
Startup:
16
Recovery:
23
Advantage:
N/A
- - - - j.D -
j.DNo results - - - - - -
X = X is available on hit or block

Navigation

Nagoriyuki


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