GGST/Chipp Zanuff/Frame Data
< GGST | Chipp Zanuff
Jump to navigation
Jump to search

Glossary
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.
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.
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 |
---|---|---|---|---|---|---|---|---|---|
Chipp Zanuff | 1.26 | 4 | 4 | Normal | 20/1~5 strike invuln/1~19 airborne | Triple Jump, Wall Run | 1.25 |
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|
42 | 52.5 | 55 | 70.2 | 3 | 3 | 25/16 | 12 | 15 | 6 |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
5P | 20 | All | 3 | 2 | 10 | -2 | +1 | 500 | 1500 | 0 | Small | 80% | ||
5K | 24 | All | 6 | 5 | 8 | -3 | 0 | 500 | 1500 | 0 | Small | 80% | ||
c.S | 38 | All | 7 | 6 | 10 | +1 | +4 | 2000 | 1000 | 3 | Mid | 100% | ||
f.S | 30 | All | 9 | 2 | 20 | -8 | -5 | 1500 | 1000 | 2 | Mid | 90% | ||
5H | 42 | All | 11 | 7 | 16 | -4 | -1 | 2500 | 1000 | 4 | Large | 100% | ||
2P | 18 | All | 5 | 2 | 10 | -2 | +1 | 500 | 1500 | 0 | Small | 80% | ||
2K | 18 | Low | 5 | 4 | 8 | -2 | +1 | 375 | 1000 | 0 | Small | 70% | ||
2S | 28 | All | 10 | 4 | 17 | -7 | -4 | 1500 | 1000 | 2 | Mid | 90% | ||
2H | 36 | All | 12 | 9 | 24 | -14 | KD | 2500 | 1000 | 4 | Large | 100% | ||
j.P | 16 | High | 5 | 4 | 8 | 375 | 1000 | 0 | Small | 80% | ||||
j.K | 16×2 | High | 6 | 2(3)2 | 8 | 375×2 | 1000 | 1 | Small | 80% | ||||
j.S | 32 | High | 9 | 4 | 18 | 1125 | 1000 | 2 | Mid | 80% | ||||
j.H | 22×2 | High | 9 | 3×4 | 17 | 525×2 | 1000 | 2 | Mid | 80% | ||||
j.D | 44 | High | 8 | 4 | 22 | 1125 | 1000 | 2 | Mid | 80% | ||||
6P | 26 | All | 9 | 5 | 25 | -16 | -13 | 1500 | 1000 | 3 | Mid | 1~2F Upper Body 3~13F Above Knee | 90% | |
6K | 35 | High | 20 | 5 | 9 | -2 | +1 | 750 | 1000 | 1 | Small | 80% | ||
6H | 50 | All | 17 | 6 | 18 | -5 | -2 | 2500 | 1000 | 4 | Large | 100% | ||
j.2K | 14 x n | High | 16 | 150 x n | 1000 | 1 | Very Small | 80% | ||||||
2D | 30 | Low | 10 | 2 | 19 | -7 | HKD | 1125 | 1000 | 2 | Large | 90% | ||
5D | 40 | High | 20 | 5 | 24 | -15 | 0 | 1125 | 3000 | 2 | Mid | 80% | ||
5[D] | 50 | High | 28 | 5 | 24 | -10 | KD | 1875 | 1500 | 4 | Mid | 100% |
Special Moves
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236P | Alpha Blade (Horizontal) | 38 | All | 29 | 3 | 19 | -4 | KD | 500 | 1000 | 1 | Very Small | 80% | ||
j.236P | Alpha Blade (Horizontal) | 38 | All | 29 | 3 | 33 | KD | 500 | 1000 | 1 | Very Small | 80% | |||
236K | Alpha Blade (Diagonal) | 36 | All | 27 | 3 | 17 | -2 | KD | 500 | 2000 | 1 | Very Small | 80% | ||
j.236K | Alpha Blade (Diagonal) | 35 | All | 32~47 | 3 | 21 | -6 | KD | 500 | 2000 | 1 | Very Small | 80% | ||
623S | Beta Blade | 30, 26 | All | 9 | 20 | 23 | -27 | KD | 700×2 | 1000 | 2 | Large | 1~8 Strike | 80% | |
j.623S | Beta Blade | 30, 26 | All | 9 | 20 | Until L+8 | KD | 700×2 | 1000 | 2 | Large | 1~8 Strike | 80% | ||
236H | Gamma Blade | 30 | All | 25 | 7 | Total 42 | +9 | +12 | 500 | 2000 | 2 | Very Small | 80% | ||
236S | Resshou | 28 | All | 13 | 5 | 16 | -4 | -1 | 2000 | 1000 | 3 | Mid | 100% | ||
236S 236S | Rokusai | 35 | Low | 8 | 2 | 21 | -6 | -3 | 1500 | 1000 | 3 | Mid | 90% | ||
236S 236K | Senshuu | 40 | High | 20 | 6 | 20 | -9 | HKD | 1500 | 1000 | 3 | Large | 80% | ||
63214S | Genrouzan | 20,20,67 | Throw | 27 | 11 | 15 | N/A | HKD | 2500 | 50% | |||||
j.214P | Shuriken | 10 | All | 22 | Until Hit | Total ?? | 500 | 1000 | 0 | Very Small | 80% |
Supers
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236236P | Banki Messai | 15×5, 9×3, 30 | All | 6+1 | -20 | HKD | 400×4 | 1000×4 | Very Small | 100% | |||||
632146H | Zansei Rouga | 10×4, 135 | All | 20+1 | HKD (+23) | 600×4 | 1000 | Very Small | 6~22 Full | 100% | |||||
j.632146H | Zansei Rouga | 10×4, 135 | All | 13+1 | HKD (+23) | 600×4 | 1000 | Very Small | 4~15 Full | 100% |
Other
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
Ground Throw | 20×2, 30 | Ground Throw | 2 | 3 | 38 | HKD +50 | 2500 | 50% | ||||||
Air Throw | 70 | Air Throw | 2 | 3 | Until L+10 | HKD | 2500 | 50% | ||||||
Dash Cancel | Total 24 | |||||||||||||
Wall Run | ||||||||||||||
Escape | ||||||||||||||
Wall Run P | 31 | 9 | 3 | 31 | ||||||||||
Wall Run K | 28 | 6 | 5 | 15 | ||||||||||
Wall Run S | 45 | 6 | 2 | 18 | ||||||||||
Wall Run SS | 36 | 7 | 2 | 23 | ||||||||||
Wall Run H | 50 | 10 | 7 | 21 | ||||||||||
Wall Run 6H | 72 | 17 | 6 | 21 |
Gatling Table
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff

![]() |
To edit frame data, edit values in GGST/Chipp Zanuff/Data. |
Click [★] for character's full frame data
System Explanations
• HUD • Controls • Frame Data & System Data • Patch Notes •
• Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc •