GGST/Asuka R/Spells: Difference between revisions

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====Chaotic Option====
====Chaotic Option====
{{InputBadge|Test Case 2: 1x}} and {{InputBadge|Test Case 3: 1x}} {{InputBadge|Mana Cost: 4%}}
 
{{GGST_Move_Card
{{GGST_Move_Card
|chara=Asuka R
|chara=Asuka R
Line 461: Line 461:
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = Chaotic Option|recovery=29}}
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = Chaotic Option|recovery=29}}
|description=
|description=
[[File:GGST Asuka R Chaotic Option_Icon.png|50px]]
[[File:GGST Asuka R Chaotic Option_Icon.png|right|100px]]  
 
Bookmarks a powerful spell at random. The spell can be chosen from any Test Case.


Changes into a powerful spell at random. Can be chosen from any Test Case
Mana Cost: 4%
;Copies Avaiable
:Test Case 2: 1x
:Test Case 3: 1x
}}
}}



Revision as of 07:00, 27 May 2023



Test Cases

Asuka starts the round in Test Case 1, and can change the case by inputting 22H~P/K/S. Each Test Case has a unique purpose, but some cards exist in multiple Test Cases. He has 3 Cases, each of which have their own unique 30 spell pool. Switching Test Cases does not bookmark nor remove any spell he has currently in his hand, but future bookmarked spells will be drawn from the new pool. When the pool reaches 0, it resets back to 30.


Test Case 1 22H~P
GGST Asuka R Reduce Mana Cost Icon.png GGST Asuka R Bookmark (Full Import) Icon.png GGST Asuka R Shooting Time Stretch (Accelerate) Icon.png GGST Asuka R Shooting Time Stretch (Decelerate) Icon.png GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Metron Screamer 808 Icon.png GGST Asuka R Terra Metron Icon.png GGST Asuka R Accipiter Metron Icon.png GGST Asuka R Aquila Metron Icon.png
Test Case 1 is the case Asuka starts the round in, and contains mostly cards meant for zoning and keep-away.


Test Case 2 22H~K
GGST Asuka R Recover Mana (Instant) Icon.png GGST Asuka R Bookmark (Random Import) Icon.png GGST Asuka R High-Pass Filter Gravity Icon.png GGST Asuka R Low-Pass Filter Gravity Icon.png GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Metron Screamer 808 Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Terra Metron Icon.png GGST Asuka R Accipiter Metron Icon.png GGST Asuka R Bit Shift Metron Icon.png GGST Asuka R RMS Boost Metron Icon.png GGST Asuka R Chaotic Option Icon.png
Test Case 2 is Asuka's mixup case, containing cards like Terra MetronGGST Asuka R Terra Metron.pngGuardLow (Air: All)Startup16RecoveryTotal 45Advantage+4 and Accipiter MetronGGST Asuka R Accipiter Metron.pngGuardHighStartup19RecoveryTotal 48Advantage+4 to open up his opponent.


Test Case 3 22H~S
GGST Asuka R Recover Mana (Continuous) Icon.png GGST Asuka R Bookmark (Auto Import) Icon.png GGST Asuka R Gravity Rod (Shooting) Icon.png GGST Asuka R Repulsive Rod (Shooting) Icon.png GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Metron Arpeggio Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Bit Shift Metron Icon.png GGST Asuka R RMS Boost Metron Icon.png GGST Asuka R Go to Marker Icon.png GGST Asuka R Sampler 404 Icon.png GGST Asuka R Chaotic Option Icon.png
Test Case 3 is the case meant for pressure and effects, containing spells that are highly + on block, and a teleport.

Spells

Mana

Reduced Mana Cost

Test Case 1: 2x Mana Cost: 6%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
11 600 Total 29
Total: 639

GGST Asuka R Reduce Mana Cost Icon.png

Reduces the Mana cost of ChantGGST Asuka 236X.pngGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage- spells by 50% for 10 seconds.

Despite the initial cost, the amount of Mana that can be saved this way is huge and the effect has a very genorous duration. It is especially helpful when setting up to use a large number of spells at once, however, it won't help if you don't already have Mana to spend.

This synergises extremely will with GGST Asuka R Recover Mana (Continuous) Icon.png Recover Mana (Continuous), making spells extremely spammable. However, this requires both Test Case 1 and 3.

  • In addition to lowering the Mana spent on spells, it also allows Spells to be cast from a lower minimum Mana.

Recover Mana (Continuous)

Test Case 3: 2x Mana Cost: 8%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 900 Total 39
Total: 954

GGST Asuka R Recover Mana (Continuous) Icon.png

Continually recovers Mana for 15 seconds, at a rate of 9% Mana per second.

Lasting an incredibly long time for a buff and paying for itself quickly, this easily supports Asuka long-term in all other uses of spells and Specials. Therefore it is valuable to use Test Case 3 to set up this buff when possible.

Because the buff even works when the mana shield is broken, this can functionally also reduce the damage you take by reducing the time the shield is down for.

  • Total Mana restored is 135%
  • The initial cost is recovered in 54 frames.
  • The buff continues even when Mana is depleted from damage, increasing its refill rate from 15% per second to 24% per second.

Recover Mana (Instant)

Test Case 2: 2x Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
11 Total 29
Total: 39

GGST Asuka R Recover Mana (Instant) Icon.png

Discards all Bookmarks, to instantly recover a large amount of Mana.

With a full set of Bookmarks this is an instant full recover of Mana. However you won't be able to immediately cast new spells, making it more useful as the last spell of a string before resetting with new Bookmarks, or for an emergency refill when very low.

This can double as a fast way to quickly empty the Spell slots for a new set of spells. However, you will momentarily have no spells to use, and there is no way to synergise this with other spells (i.e. GGST Asuka R Bookmark (Full Import) Icon.png Bookmark (Full Import)), as these will still be discarded.

  • Restores 36% / 53% / 70% / 100% Mana, based on the number of additional Bookmarks discarded.
  • GGST Asuka R Sampler 404 Icon.png Sampler 404 does not reduce the Mana gained this way.

Bookmark

Bookmark (Full Import)

Test Case 1: 2x Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
11 Total 29
Total: 39

Bookmark (Random Import)

Test Case 2: 2x Mana Cost: 6%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
11 Total 29
Total: 39

Bookmark (Auto Import)

Test Case 3: 2x Mana Cost: 8%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 600 Total 39
Total: 654

Rod

High-Pass Filter Gravity

Test Case 2: 1 Copy Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
19 600 Total 30
Total: 648

GGST Asuka R High-Pass Filter Gravity Icon.png

Places a rod, granting high jump mobility and bouncing projectiles for strong air coverage.

  • The Rod remains active for up to 10 seconds, or until a new Rod is placed.
  • Increases Asuka's jump height by approximately 40%.
  • All added properties only affect moving projectiles with All Guard (GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Metron Arpeggio Icon.png GGST Asuka R Bit Shift Metron Icon.png and 632146P):
    • Projectiles are launched in an upward arc, repeatedly bouncing off the ground in a very tall arc.
    • Vertical launch speed on hit increased by 100%.
    • Projectiles on hit bounce back down to the ground, underneath the opponent.

Low-Pass Filter Gravity

Test Case 2: 1 Copy Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
19 600 Total 30
Total: 648

GGST Asuka R Low-Pass Filter Gravity Icon.png

Places a rod, reducing jump height and causing spells to bounce along the floor.

Counter-intuitively, reducing Asuka's jump is beneficial. An instant rising j.D is able to hit crouching opponents for a Frame 19 overhead, in addition every IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. is more advantaged for being lower to the ground. However, this also makes jump-ins much easier to counter with mid-height pokes such as f.S attacks.

Projectiles bounce along the ground more closely, this makes them more reliably counter low-profile attacks, but become much easier to jump over.

  • The Rod remains active for up to 10 seconds, or until a new Rod is placed.
  • Decreases Asuka's jump height by approximately 33%.
  • All added properties only affect moving projectiles with All Guard (GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Metron Arpeggio Icon.png GGST Asuka R Bit Shift Metron Icon.png and 632146P):
    • Projectiles are launched in a downward arc, repeatedly bouncing off the ground in a very low arc.
    • Vertical launch speed on hit decreased by 25%.
    • Projectiles on hit bounce back down to the ground, underneath the opponent.

Shooting Time Stretch (Accelerate)

Test Case 1: 1 Copy Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
19 600 Total 30
Total: 648

GGST Asuka R Shooting Time Stretch (Accelerate) Icon.png

Places a rod, increasing the speed and power of moving projectiles for zoning.

An effective zoning buff, making projectiles much faster, more advantageous, while launching opponents further back. This makes it easier to keep opponents at bay or create pressure from relatively cheap spells often found in Test Case 1.

The added wall bounce also largely increases combo potential in the corner.

  • The Rod remains active for up to 10 seconds, or until a new Rod is placed.
  • All added properties only affect moving projectiles with All Guard (GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Metron Arpeggio Icon.png GGST Asuka R Bit Shift Metron Icon.png and 632146P):
    • Increases the base projectile speed by 25%, and continues to rapidly accelerate over time.
    • Projectiles on hit Wall Bounce in the corner.
    • Horizontal launch speed on hit increased by 100%.
    • Applies Guard Crush on block, for 11 frames of advantage more than regular blockstun.

Shooting Time Stretch (Decelerate)

Test Case 1: 1 CopyMana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
19 600 Total 30
Total: 648

GGST Asuka R Shooting Time Stretch (Decelerate) Icon.png

Places a rod, decreasing the speed of projectiles to control space for longer.

Slower moving projectiles become continuous threats for the opponent, forcing them to attack through it, and potentially allowing Asuka to either approach behind projectiles or use the time to manage resources.

Projectiles on hit also launch less distance, making it easier to keep up combos without launching the opponent too far.

  • The Rod remains active for up to 10 seconds, or until a new Rod is placed.
  • All added properties only affect moving projectiles with All Guard (GGST Asuka R Howling Metron Icon.png GGST Asuka R Delayed Howling Metron Icon.png GGST Asuka R Howling Metron MS Processing Icon.png GGST Asuka R Delayed Tardus Metron Icon.png GGST Asuka R Metron Arpeggio Icon.png GGST Asuka R Bit Shift Metron Icon.png and 632146P):
    • Decreases the base projectile speed by 50%, and continues to gradually slow down over time.
    • Horizontal launch speed on hit decreased by 50%.

Gravity Rod (Shooting)

Test Case 3: 1x Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
19 600 Total 30
Total: 648

Repulsive Rod (Shooting)

Test Case 3: 1x Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
19 600 Total 30
Total: 648

Metron

Note: most of the Metron Spells can be destroyed by enemy strikes or projectiles.

Howling Metron

Test Case 1: 6x, Test Case 2: 3x and Test Case 3: 2x Mana Cost: 8%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
41 All [Guard Crush] 11 Total 39 +5 [+16]
The number of recovery frames is not a simple number (Total 39). Please specify explicitly.

Delayed Howling Metron

Test Case 1: 5x, Test Case 2: 3x and Test Case 3: 2x Mana Cost: 12%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
22×3 All [Guard Crush] 21 Total 54 +22 [+33]
The number of recovery frames is not a simple number (Total 54). Please specify explicitly.

GGST Asuka R Delayed Howling Metron Icon.png

Fires a multi-hit projectile. Works great when you need to recharge mana or just want to lock down someone in the corner.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Very Small KD 100×3 2000 ~233×3 (700)
  • GGST Asuka R Delayed Howling Metron Icon.png
  • Costs 5040 (12%) Mana.
  • Can cancel into Specials Frames 25~45.
  • Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
  • Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
  • Clash Level: N/A
  • Clash Hits: N/A
  • Used at point-blank range, it is possible for the projectile to move through the opponent before the third hit connects.
  • Projectile is similarly affected by hitstop, causing it to next hit on the first frame of blockstun, accounting for the 2 additional frames of advantage.

Howling Metron MS Processing

Test Case 1: 5x, Test Case 2: 3x and Test Case 3: 2x Mana Cost: 16%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
24×3 All [Guard Crush] 16, 21, 26 Total 49 +10 [+21]
The number of startup frames is not a simple number (16, 21, 26). Please specify explicitly.

GGST Asuka R Howling Metron MS Processing Icon.png

Fires three fast-moving projectiles. The upper and lower ones are angled.

Metron Screamer 808

Test Case 1: 5x and Test Case 3: 5x Mana Cost: 16%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
53 All (Guard Crush) 12 Total 34 +16
The number of recovery frames is not a simple number (Total 34). Please specify explicitly.

Metron Arpeggio

Test Case 3: 3x Mana Cost: 24%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
17×10 All [Guard Crush] 31 Total 59 +113 [+124]
The number of recovery frames is not a simple number (Total 59). Please specify explicitly.

Delayed Tardus Metron

Test Case 2: 2x and Test Case 3: 3x Mana Cost: 12%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
26×3 All [Guard Crush] 21 Total 39 +57 [+68]
The number of recovery frames is not a simple number (Total 39). Please specify explicitly.

GGST Asuka R Delayed Tardus Metron Icon.png

Fires a slow-moving multi-hit projectile that stay on the screen for a long time.

Terra Metron

Test Case 1: 1x and Test Case 2: 3x Mana Cost: 16%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
47 Low (Air: All) 16 3 Total 45 +4
The number of recovery frames is not a simple number (Total 45). Please specify explicitly.

Accipiter Metron

Test Case 1: 1x and Test Case 2: 3x Mana Cost: 16%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
49 High 19 3 Total 48 +4
The number of recovery frames is not a simple number (Total 48). Please specify explicitly.

Aquila Metron

Test Case 1: 1x Mana Cost: 20%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 All 14 Total 59 -25 Strike 1-15
The number of recovery frames is not a simple number (Total 59). Please specify explicitly.

GGST Asuka R Aquila Metron Icon.png

Being Asuka's only reversal of any kind, Aquila Metron is a valuable defensive tool when being put at a disadvantage.

Fires a short range projectile, in which he is strike invincible during the startup. Unlike the rest of his Spells, this move cannot be canceled into any of Asuka's normal cancel options after a Spell.

This gives opponents a guaranteed punish on block if Asuka doesn't have Tension to Roman Cancel. Use with caution.

Bit Shift Metron

Test Case 2: 2x and Test Case 3: 4x Mana Cost: 12%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28×1~5 All [Guard Crush] 14 4 Total 39 +8/+18/+28/+38/+48 [+19/+29/+39/+49/+59]
The number of recovery frames is not a simple number (Total 39). Please specify explicitly.

GGST Asuka R Bit Shift Metron Icon.png

Fires a varying number of projectiles depending on how long it's been bookmarked.

Bit Shift Metron has 2 versions, one that starts at Level 1 and one that start at Level 5. If starting at Level 1, it slowly gains Levels over time. If starting at Level 5, it slowly loses Levels over time. It shoots an according number of projectiles to its Level (1 at Level 1, 2 at Level 2 etc).

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% Very Small KD 100×5 2000 700 total, divided evenly per cube
  • GGST Asuka R Bit Shift Metron Icon.png
  • Costs 5040 (12%) Mana.
  • Can cancel into Specials Frames 18~30.
  • Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
  • Projectile will continue if Purple Roman Canceled on frame 15 at the earliest.
  • Clash Level: N/A
  • Clash Hits: N/A

Counter-Hit state during entire move.

  • Each projectile applies R.I.S.C. Loss separately.
  • Each additional projectile takes an additional 10F to be released, this has no effect on the recovery time.

RMS Boost Metron

Test Case 2: 1x and Test Case 3: 2x Mana Cost: 16%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
55/66/77/88/99 All (Guard Crush) 14 5 Total 44 +25
The number of recovery frames is not a simple number (Total 44). Please specify explicitly.

GGST Asuka R RMS Boost Metron Icon.png

Fires a fast and advantageous projectile that Guard Crushes.

Higher Levels increase its damage, and the Level can't be changed once it's bookmarked. The projectile is likely to be more plus at lower levels as it will often hit on the later active frames on crouching opponents.

Other

Go to Marker

Test Case 3: 4x Mana Cost: 8%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 Total 35 16-25 Full
Total: 50

Sampler 404

Test Case 3: 1x Mana Cost: 4%

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
11 Until Spell Used Total 29
The number of active frames is not a simple number (Until Spell Used). Please specify explicitly.

Chaotic Option

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
11 Total 29
Total: 39

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