GGST/Faust/Frame Data

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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.
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.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
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.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
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  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
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 move. 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.
On-Block 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.

On-Hit 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.

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 Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain 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.
R.I.S.C. Loss 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.
Input Tension 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.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
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 R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Faust 4 0 36.0 4 20 1-5F 1-15F Crawl, Mix Mix Mix, Scarecrow, Steerable Air Dash
Jump Data
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 Jumping Tension Gain Air Dash Tension Gain
42 57 409.5 751.8 7 18/51 12/27 570 285.75


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 25 All 5 4 8 -2 +1 0 Small 80% 500 1500
5K 30 All 7 8 8 -2 +1 2 Small 90% 1500 1000
c.S 40 All 8 6 12 -1 +2 3 Mid 100% 2000 1000
f.S 34 All 12 2 20 -8 -5 2 Mid 90% 1500 1000
5H 40 All 13 8 18 -7 -4 4 Large 90% 2500 1000
5HH 60 27 3 27 HKD +46 [HKD +85] 2000
2P 25 Low 7 2 11 -3 0 0 Small F4-12 Low Profile 80% 375 1500
2K 12×3 All, Low, Low 5 2(1)3,3 12 -2 +1 1 Small 90%, 70%, 70% 300×3 1000
2S 32 All 11 9 26 -19 KD +28 2 Mid 90% 1500 1000
2H 40 Low 14 2 29 -12 KD +22 4 Large 90% 1875 1000
j.P 20 High 7 4 6 +3 (IAD j.PP) +6 (IAD j.PP) 0 Small 80% 375 1000
j.K 25 High 7 5 18 1 Small 80% 750 1000
j.S 32 High 14 3 20 +6 (IAD) +9 (IAD) 2 Mid 80% 1125 1000
j.H 42 High 9 5 15 +8 (IAD) +11 (IAD) 3 Mid 80% 1500 1000
j.D 45 High 13 6 23 +5 (IAD) +8 (IAD) 2 Mid 80% 1125 1000
6P 35 All 9 3 32 -21 KD +21 2 Mid 1-3 Upper Body
4-11 Above Knees
90% 1500 1000
6H 60 High 25 9 44 -34 Stagger -19 4 Large 80% 1875 1000
j.2K 39 All 10 Until Landing 9 after Landing 2 Mid 80% 1500 1000
2D 35 Low 12 3 18 -4 HKD +49 3 Large 90% 1500 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
41236K Thrust 40 All 26~37 12 19 -12 -9 4 Very Small 90% 2500 1000
41236[K] Thrust (Charged) 60 All (Guard Crush) 38 12 19 +14 -9 4 Very Small 90% 2500 1000
41236K 4 Pull Back 0 61 2 30 HKD +60 1-60F Full 90% 1000
41236K 4 H Hole in One! 80/100/120 All 8 8 41 -30 HKD +54 {KD -10} [HKD +59] 4 Very Small 90% 2500 1000
236P What Could This Be? 26 Total 40
236[P] What Could This Be? (Eat) 27 Total 31
22P What Could This Be? (Spit) 26 Total 40
236S Mix Mix Mix 12×4 All 17 15 to 34 14 after Landing -7 HKD about +44 3 Very Small Airborne f4 until landing 90% 500×4 2000
j.236S Air Mix Mix Mix 12×4 All 17 14 After Landing HKD 3 Very Small 90% 500×4 2000
236H Snip Snip Snip 70 Ground Throw 6 3 41 HKD +41 1-8F Throw 50% 2500
j.236P Love 18, 40 All 27 Total 48 KD 1, 2 Very Small 80% 500×2 1000×2
j.236P (With Afro) Love 18, 60 All (Guard Crush) 27 Total 48 KD 1, 2 Very Small 80% 500×2 1000×2
214P P Scarecrow 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] HKD +52 [HKD +65] 2 [2×2, 4] Very Small 10-15F Full 90% 700×2 [500×3] 1000
214K K Scarecrow 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] HKD +52 [HKD +68] 2 [2×2, 4] Very Small 10-15F Full 90% 700×2 [500×3] 1000
214S S Scarecrow 50 [70] High 50 [69] 17 36 -40* [-35]* HKD +42 2 [4] Mid 10-47F Full [10-66F Full] 80% 1125 [1875] 1000

Overdrives

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 Bone-crushing Excitement 42, 88 All 16+5 3 48 -32 HKD +45 Very Small 1-23 Full 100% 2500 1000
236236P W-W-What Could This Be? 1+3 N/A Total 33 N/A N/A
236236236P W-W-W-W-W-W-W-W-W-What Could This Be? 1+1 N/A Total 48 N/A N/A

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 Ground Throw 2 3 38 HKD +55 50% 2600
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +39 (IAD) 50% 2500
Wild Assault 30 All 20~31 3 20 +13 Stagger +12 4 Mid 90% 2500 3000
Wild Assault 50 All 32 3 20 +17 HKD +71 4 Mid 100% 2500 2000
Dash Cancel Total 26
Crawl
Bomb 70 All 68 to Land, 143 After Landing 9 KD 4 Very Small 80% 500 1000
100T Weight 25 All (Guard Crush) 1 63 HKD 0 Very Small 80% 250 1000
Earthquake 0 All (Guard Crush) 64 2 HKD 0 80% 500 1000
Donut Heal 20 None 68 to Land 256
Banana Heal 20, 0 None, All 51 to Land 200 0 Very Small 80%
Afro - None 110 To Land 180 2
Afro 40 All (Guard Crush) 120 [15] 6 2 Very Small 80% 500 1000
Meteors 36(1×) All (Guard Crush) About 70 Lots 4 Very Small 80% 100 1000×N
Mini Faust 15×2 (stomps) 15×N (lunge) All 42 to land, 12 to activate 5(10)5(47), 2(2)2(2)2... 2 Very Small 80% 100×N 1000
Horn 7×N All 69~70 115~117 1 Very Small 80% 100×N 1000×2
Hammer 50 All 1 98 4 Very Small 80% 500 1000

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Faust 5P.pngGuardAllStartup5Recovery8Advantage-2 5P, 2P, 6P - - 6H - Special, Super
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 6P - - 6H - Special, Super
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 - - - - - Special, Super
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2 6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Faust 2K 1.pngGuardAll, Low, LowStartup5Recovery12Advantage-2 6P - - 6H 5D, 2D Special, Super
c.SGGST Faust cS.pngGuardAllStartup8Recovery12Advantage-1 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8 - - - 5H, 2H - Special, Super
2SGGST Faust 2S.pngGuardAllStartup11Recovery26Advantage-19 - - - 5H, 2H - Special, Super
5HGGST Faust 5H.pngGuardAllStartup13Recovery18Advantage-7 - - - 5HH[-] - Special, Super
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12 - - - - - Special, Super
6HGGST Faust 6H.pngGuardHighStartup25Recovery44Advantage-34 - - - - - Special, Super
5DGGST Faust 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Faust 2D.pngGuardLowStartup12Recovery18Advantage-4 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Faust j.P.pngGuardHighStartup7Recovery6Advantage+3 (IAD j.PP) j.P j.2K - - - Special
j.KGGST Faust j.K.pngGuardHighStartup7Recovery18Advantage- - j.2K - - j.D Jump, Air Forward Dash, Special
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- - - - - - Special
j.SGGST Faust j.S.pngGuardHighStartup14Recovery20Advantage+6 (IAD) - - - j.H j.D Jump, Air Forward Dash, Special
j.HGGST Faust j.H.pngGuardHighStartup9Recovery15Advantage+8 (IAD) - - - - j.D Jump, Air Forward Dash, Special
j.DGGST Faust j.D.pngGuardHighStartup13Recovery23Advantage+5 (IAD) - - - - - Jump, Air Forward Dash, Special
X = X is available on hit or block
X[-] = X is available only on hit
  • 5HH is only available on ground hit and close to the opponent

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