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Latest revision as of 19:21, 24 April 2024
Links
Infobox Data
Portrait | Icon | Name | Defense | Guts | R.I.S.C. Gain Modifier | Prejump | Backdash Duration | Backdash Invuln | Backdash Airborne | Unique Movement Options |
---|---|---|---|---|---|---|---|---|---|---|
A.B.A | -12 | 2 | 32 | 4 | 24 | 1-6F | 1-15F | Haul and Heed | ||
Jump Duration | High Jump Duration | Jump Height | High Jump Height | Pre-Instant Air Dash | Air Dash Duration | Air Backdash Duration | Air Dash Distance | Air Backdash Distance | ||
38 | 46 | 340.1 | 479 | 8 [high jump: 7] | 18/24 | 6/11 | 468.125 | 195.75 | ||
Movement Tension Gain | Jumping Tension Gain | Air Dash Tension Gain | Walk Speed | Backwalk Speed | Initial Dash Speed | Dash Acceleration | Friction | |||
4.4 | 3.8 | 6 | 0.15 | 100 | ||||||
Jump Gravity | High Jump Gravity | Forward Step Dash | ||||||||
1.9 | 1.9 |
Additional Data for Jump and Dash Tables
Portrait | Icon | Name | Defense | Guts | R.I.S.C. Gain Modifier | Prejump | Backdash Duration | Backdash Invuln | Backdash Airborne | Unique Movement Options |
---|---|---|---|---|---|---|---|---|---|---|
A.B.A (Jealous Rage) | -12 | 2 | 32 | 4 | 16 | 1-6F | 1-10F | Haul and Heed | ||
Jump Duration | High Jump Duration | Jump Height | High Jump Height | Pre-Instant Air Dash | Air Dash Duration | Air Backdash Duration | Air Dash Distance | Air Backdash Distance | ||
32 | 37 | 308 | 486 | 7 | 18/24 | 6/11 | 673.750 | 246 | ||
Movement Tension Gain | Jumping Tension Gain | Air Dash Tension Gain | Walk Speed | Backwalk Speed | Initial Dash Speed | Dash Acceleration | Friction | |||
10 | 3.8 | 24.5 | 0.77 | 85 | ||||||
Jump Gravity | High Jump Gravity | Forward Step Dash | ||||||||
2.5 | 3 |
Normal Moves
5P Data
5K Data
c.S Data
f.S Data
5H Data
2P Data
2K Data
2S Data
2H Data
j.P Data
j.K Data
j.S Data
j.H Data
j.D Data
6P Data
6H Data
2D Data
5D Data
5[D] Data
Universal Mechanics
Ground Throw Data
Air Throw Data
j.6D or j.4D Air Throw other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 | HKD +48 (IAD) | ||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 50% | none | ||||||
Stay down | |||||||||
File:GGST A.B.A Air Throw Hitbox.png | |||||||||
Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air. Opponent cannot use Blue Psych Burst on hit or the resulting knockdown. On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead. Frame advantage is lowest at the peak of a normal jump and highest at lowest and highest possible heights (+47 to +49). Builds 1000 Tension once all damage is dealt. On hit, applies an increased 25 Combo Decay. Properties change if Roman Canceled before all damage is dealt: * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes. * R.I.S.C. Loss: 1000 * Proration: Forced 75% * Combo Decay on hit: 15 |
236D Data
Finish Blow Data
j.XX during Homing Jump Finish Blow other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
HKD +23 | 4 | ||||||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1000 | 0 | ||||||||
Hitstop on hit: 30F Unburstable on hit. |
Dash Cancel Data
66 Dash Cancel other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
Total 22 | |||||||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied. |
Special Moves
214H Data
63214P Data
214K Data
236K Data
236S Data
236S~6S Data
214S Data
623H Data
JR Deactivation
Overdrives
632146H Data
632146K Data