GGST/Zato-1/Frame Data

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< GGST‎ | Zato-1



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.
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 grounded 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.
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 Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Zato-1 20 0 4 Normal 20/1~5 strike invuln/1~15 airborne Flight 36.0
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
38 404.7 57 751.8 4 [high jump: 3] 91/14 14

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 9 6 10 +1 +4 3 Mid 100% 2000 1000
f.S 20×2 All 10 2×3 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 4 11 -4 +1 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 KD 2 Very Small 80% 100×4 1000×4
236K That's a lot 20×4 All 27 [31] +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 8~59 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, 89 Ground Throw 6 1 39 HKD +7 1~5 Throw 50% 2500
214K Break The Law 28 Total (Max 95) 13~[71] Full
14~21~[77] Strike
214S Drunkard Shade 31 All 9 10 12 -8 -5 2 Mid 3~18 Reflect 90% 1500 1000
214S (Dash) Eddie Dash 30 Total
214H Summon Eddie 20
214H Unsummon Eddie 0

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 150 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 90000 2 3 38 HKD +43 50% 2500
Air Throw 80 200000 (Air) 2 3 38 or Until Landing + 10 HKD +45 (IAD) 50% 2500
Dash Cancel Total 26
Flight

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Zato-1 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
- - - - - Special, Super
5KGGST Zato-1 5K.pngGuard:
Low
Startup:
8
Recovery:
10
Advantage:
-2
6P 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Zato-1 2K.pngGuard:
Low
Startup:
6
Recovery:
13
Advantage:
-3
6P 6K - 6H 5D, 2D Special, Super
6KGGST Zato-1 6K.pngGuard:
High
Startup:
28
Recovery:
7
Advantage:
+2
- - - - - Special, Super
c.SGGST Zato-1 c.S.pngGuard:
All
Startup:
9
Recovery:
10
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
- - - 5H, 2H - Special, Super
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
- - - 5H, 2H - Special, Super
5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9
- - - - - Special, Super
2HGGST Zato-1 2H.pngGuard:
All
Startup:
13
Recovery:
26
Advantage:
-13
- - - - - Special, Super
6HGGST Zato-1 6H.pngGuard:
All
Startup:
30
Recovery:
11
Advantage:
-4
- - - - - Flight, Special, Super
5DGGST Zato-1 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Zato-1 j.P.pngGuard:
High
Startup:
8
Recovery:
15
Advantage:
+5 (IAD)
- - - - - Flight, Super
j.KGGST Zato-1 j.K.pngGuard:
High
Startup:
7
Recovery:
11
Advantage:
+1 (IAD)
- - - - j.D Flight, Super
j.SGGST Zato-1 j.S.pngGuard:
High
Startup:
9
Recovery:
14
Advantage:
+5 (IAD)
- - - j.H j.D Flight, Super
j.HGGST Zato-1 j.H.pngGuard:
High
Startup:
12
Recovery:
13
Advantage:
+12 (IAD)
- - - - j.D Flight, Super
j.DGGST Zato-1 j.D.pngGuard:
High
Startup:
11
Recovery:
22
Advantage:
-7 (Airborne)
- - - - - Flight, Super
X = X is available on hit or block

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