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===Faultless Defense=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Faultless Defense Gauge Consumption | |||
|- | |||
! Level | |||
! Ground FD Consumption !! Air FD Consumption | |||
|- | |||
! Lv.0 | |||
| 500 || 525 | |||
|- | |||
! Lv.1 | |||
| 600 || 625 | |||
|- | |||
! Lv.2 | |||
| 675 || 700 | |||
|- | |||
! Lv.3 | |||
| 775 || 800 | |||
|- | |||
! Lv.4 | |||
| 875 || 900 | |||
|} | |||
*[[GGST/Gauges#Tension Gauge|Tension Gauge]] maximum value is 10000. | |||
*Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames. | |||
**(Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.) | |||
===Psych Burst=== | ===Psych Burst=== |
Revision as of 06:55, 31 October 2021
Character Frame Data
Character Comparisons
Defense Values
R.I.S.C. Values
Character | R.I.S.C. Gain Modifier |
---|---|
A.B.A | 32.0 |
A.B.A (Jealous Rage) | 32.0 |
Anji Mito | 32.0 |
Asuka R | 34.0 |
Asuka R (No Mana) | 34.0 |
Axl Low | 36.0 |
Baiken | 32.0 |
Bedman | 32.0 |
Bridget | 32.0 |
Chipp Zanuff | 40.0 |
Elphelt Valentine | 32.0 |
Faust | 36.0 |
Giovanna | 32.0 |
Giovanna (100% Tension) | 32.0 |
Giovanna (50~99% Tension) | 32.0 |
Goldlewis Dickinson | 28.0 |
Happy Chaos | 36.0 |
I-No | 36.0 |
Jack-O | 28.0 |
Jack-O (Backward Dash) | 28.0 |
Johnny | 32.0 |
Ky Kiske | 32.0 |
Ky Kiske (Dragon Install) | 32.0 |
Leo Whitefang | 32.0 |
Leo Whitefang (Brynhildr Stance) | 32.0 |
May | 32.0 |
Millia Rage | 40.0 |
Nagoriyuki | 30.0 |
Nagoriyuki (1 bar of Blood Gauge) | 30.0 |
Nagoriyuki (2 bars of Blood Gauge) | 30.0 |
Nagoriyuki (Blood Rage) | 30.0 |
Potemkin | 28.0 |
Ramlethal Valentine | 32.0 |
Sin Kiske | 32.0 |
Sol Badguy | 32.0 |
Testament | 34.0 |
Zato-1 | 36.0 |
- R.I.S.C. Level maximum value is 12800 for all characters.
- Base R.I.S.C. Gain * R.I.S.C. Gain Modifier * 100 = Actual R.I.S.C Gain
- R.I.S.C. Gain is increased by x1.5 if blocking in the air but reduced to x0.75 if blocking a low or an overhead.
- R.I.S.C. Gain is decreased by x0.5 while the defender has positive R.I.S.C. Level but before the gauge starts depleting.
Note: Base R.I.S.C Gain is tied to Attack Level (5 + 5 * Attack Level). Multi-hitting attacks typically have their individual hit R.I.S.C. Gain divided by the number of hits, then rounded down, but some moves or hits ignore this. Please consult your character's full frame data in case of exceptions.
Movement Values
Character | Prejump | Jump Duration | High Jump Duration | Earliest Forward Instant Air Dash | Earliest Backward Instant Air Dash | Forward Air Dash Duration ※1 | Backward Air Dash Duration | Forward Air Dash Attack Transition | Backward Air Dash Attack Transition |
---|---|---|---|---|---|---|---|---|---|
Anji | 4 | 42 | 49 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Axl | 4 | 42 | 49 | 4 | 4 | 25/19 | 12 | 18 | 6 |
Chipp | 4 | 42 | 55 | 3 | 3 | 25/16 | 12 | 15 | 6 |
Faust | 4 | 42 | 57 | 3 | 3 | 52 | 28 | 18 | 12 |
Giovanna | 4 | 38 | 49 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
Goldlewis | 5 | 31 | 38 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
I-No | 4 | 38 | 49 | 4 ※2 | 4 ※2 | 15~32 ※5 | 15~32 ※5 | 15 | 15 |
Jack-O' | 4 | 42 | 48 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Ky | 4 | 38 | 48 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
Leo | 4 | 38 | 53 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
May | 4 | 37 | 57 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Millia | 4 | 37 | 55 | 3 | 3 | 18 | 18 | 13 | 13 |
Nagoriyuki | 5 ※3 | 41 | 38 | - | - | - | - | - | - |
Potemkin | 5 | 42 | 55 | - | - | - | - | - | - |
Ramlethal | 4 | 38 | 53 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Sol | 4 | 38 | 48 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
Zato ※4 | 4 | 38 | 57 | 4 ※2 | - | 91/14 | - | 14 | - |
※1: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
※2: When performing a high jump, earliest instant air dash is 1 frame earlier.
※3: When performing a high jump, prejump is 10 frames.
※4: Zato's air dash values represent his flight.
※5: I-No's air dash duration changes if the dash button or direction is held.
Character | Backdash Duration |
---|---|
A.B.A | 24 |
A.B.A (Jealous Rage) | 16 |
Anji Mito | 20/1-5 strike invuln/1-15 airborne |
Asuka R | 21/1-5 strike invuln/1-18 airborne |
Asuka R (No Mana) | 21/1~5 strike invuln/1~18 airborne |
Axl Low | 20/1-5 strike invuln/1-15 airborne |
Baiken | 21/1-5 strike invuln/1-15 airborne |
Bedman | 24/1-6 strike invuln/1-17 airborne |
Bridget | 17/1-4 strike invuln/1-12 airborne |
Chipp Zanuff | 20/1-5 strike invuln/1-19 airborne |
Elphelt Valentine | 20/1-5 strike invuln/1~15 airborne |
Faust | 20/1-5 strike invuln/1-15 airborne |
Giovanna | 19/1-5 strike invuln/1-13 airborne |
Giovanna (100% Tension) | 19/1-5 strike invuln/1-13 airborne |
Giovanna (50~99% Tension) | 19/1-5 strike invuln/1-13 airborne |
Goldlewis Dickinson | 22/1-6 strike invuln/1-11 airborne |
Happy Chaos | 18/1-5 strike invuln/1-13 airborne |
I-No | 20/1-5 strike invuln/1-15 airborne |
Jack-O | 18/1-5 strike invuln/1-13 airborne |
Jack-O (Backward Dash) | 18/1-5 strike invuln/1-13 airborne |
Johnny | 18/1-5 strike invuln/1-16 airborne |
Ky Kiske | 20/1-5 strike invuln/1-15 airborne |
Ky Kiske (Dragon Install) | 20/1~5 strike invuln/1~15 airborne |
Leo Whitefang | 20/1-5 strike invuln/1-15 airborne |
Leo Whitefang (Brynhildr Stance) | 17 |
May | 16/1-4 strike invuln/1-11 airborne |
Millia Rage | 16/1-4 strike invuln/1-11 airborne |
Nagoriyuki | 23/1-6 strike invuln/1-16 airborne |
Nagoriyuki (1 bar of Blood Gauge) | 23/1-6 strike invuln/1-16 airborne |
Nagoriyuki (2 bars of Blood Gauge) | 23/1-6 strike invuln/1-16 airborne |
Nagoriyuki (Blood Rage) | 23/1-6 strike invuln/1-16 airborne |
Potemkin | 24/1-6 strike invuln/1-17 airborne |
Ramlethal Valentine | 20/1-5 strike invuln/1-15 airborne |
Sin Kiske | 24/1-6 strike invuln/1-20 throw invuln/1-20 airborneSin is considered airborne if he is hit during backdash and grounded otherwise |
Sol Badguy | 20/1-5 strike invuln/1-15 airborne |
Testament | 18/1-5 strike invuln/1-15 airborne |
Zato-1 | 20/1-5 strike invuln/1-15 airborne |
Throw Ranges
Character | Move Name | Range |
---|---|---|
Anji | Ground Throw | 90000 |
Axl | Ground Throw | 90000 |
Axl | Winter Mantis | 1500000 |
Chipp | Ground Throw | 75000 |
Chipp | Genrou Zan | 20000 |
Faust | Ground Throw | 90000 |
Faust | Snip Snip Snip | 120000 |
Giovanna | Ground Throw | 90000 |
Goldlewis | Ground Throw | 90000 |
I-No | Ground Throw | 90000 |
I-No | Megalomania | 120000 |
Jack-O' | Ground Throw | 90000 |
Jack-O' | Forever Elysion Driver | |
Ky | Ground Throw | 90000 |
Leo | Ground Throw | 90000 |
Leo | Gländzendes Dunkel | 120000 |
May | Ground Throw | 90000 |
May | Overhead Kiss | 120000 |
Millia | Ground Throw | 75000 |
Nagoriyuki | Ground Throw | 120000 |
Nagoriyuki | Bloodsucking Universe | 160000 |
Potemkin | Ground Throw | 120000 |
Potemkin | Potemkin Buster | 120000, 160000, 200000, 250000 |
Ramlethal | Ground Throw | 90000 |
Sol | Ground Throw | 90000 |
Sol | Wild Throw | 120000 |
Sol | Heavy Mob Cemetery | 150000 |
Zato | Ground Throw | 90000 |
Zato | Damned Fang | 120000 |
Character | Move Name | Range |
---|---|---|
Air Throw (All Characters) | Air Throw | 200000 |
Potemkin | Heavenly Potemkin Buster | 200000 |
System Data
Attack Level
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)
Guts
Guts Rating | < 70% Life | < 60% Life | < 50% Life | < 40% Life | < 30% Life | < 20% Life | < 10% Life |
---|---|---|---|---|---|---|---|
0 | 97% | 92% | 89% | 84% | 75% | 66% | 56% |
1 | 96% | 91% | 87% | 82% | 73% | 63% | 53% |
2 | 95% | 90% | 85% | 80% | 70% | 60% | 50% |
3 | 94% | 89% | 83% | 78% | 67% | 57% | 47% |
4 | 93% | 88% | 81% | 76% | 64% | 53% | 44% |
5 | 92% | 87% | 79% | 74% | 60% | 50% | 41% |
Faultless Defense
Level | Ground FD Consumption | Air FD Consumption |
---|---|---|
Lv.0 | 500 | 525 |
Lv.1 | 600 | 625 |
Lv.2 | 675 | 700 |
Lv.3 | 775 | 800 |
Lv.4 | 875 | 900 |
- Tension Gauge maximum value is 10000.
- Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames.
- (Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
Psych Burst
Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST- Bursts become airborne on frame 1.
- Gold Burst has an Attack Level of 2, Blue Burst has an Attack Level of 1.
- Blue Burst has 6 frames of hitstop.
- Recovery listed is while grounded.
- If activated while airborne, recovery is until landing + 9 frames after landing.