GGST/Frame Data: Difference between revisions

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Revision as of 00:59, 12 March 2022

Character Frame Data

Jack-O' Nagoriyuki Millia Rage Chipp Zanuff Sol Badguy Ky Kiske May Zato-1 I-No Happy Chaos
Baiken Anji Mito Leo Whitefang Faust Axl Low Potemkin Ramlethal Valentine Giovanna Goldlewis Dickinson

Character Comparisons

Defense Values

Defense Values
Error: No field named "weight" found for any of the specified database tables.

R.I.S.C. 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 is tied to Attack Level: (5 + 5 × Attack Level) ÷ Number of hits × 100
    • While values are normally rounded down before the ×100 multiplier, they will instead round up to 1 if the result is lower than 1.
    • Projectiles ignore Attack Level for their R.I.S.C. Gain, acting like Level 0 attacks regardless of their actual level.
  • Situational modifiers can also affect R.I.S.C. Gain. These modifiers are applied to the R.I.S.C. Gain values listed in character frame data whenever applicable.
    • R.I.S.C. Gain is increased by 50% if an attack is blocked in the air, but reduced by 25% if a low or an overhead is blocked on the ground.
    • R.I.S.C. Gain is halved after an attack is blocked until the R.I.S.C. Level starts depleting. This will apply to all subsequent hits in a multi-hit attack.
  • Actual R.I.S.C Gain is calculated as: Base R.I.S.C. Gain × Situational Modifiers × R.I.S.C. Gain Modifier

Movement Values

Jump Values
Character Prejump Jump Duration High Jump Duration Jump Height High Jump Height
A.B.A 4 38 46 340.1 479.0
A.B.A (Jealous Rage) 4 32 37 308.0 486.0
Anji Mito 4 42 49 462.0 567.6
Asuka R 4 37 47
Asuka R (No Mana) 4 37 47
Axl Low 4 42 49 409.5 567.6
Baiken 4 44 48 441.1 524.4
Bedman 5 38 40
Bridget 4 41 46 389.0 485.3
Chipp Zanuff 4 42 55 525.0 702.0
Elphelt Valentine 4 38 48 340.1 524.4
Faust 4 42 57 409.5 751.8
Giovanna 4 38 49 340.1 567.6
Giovanna (100% Tension) 4 38 49 340.1 567.6
Giovanna (50~99% Tension) 4 38 49 340.1 567.6
Goldlewis Dickinson 5 31 38 273.0 419.9
Happy Chaos 4 42 49 409.5 567.6
I-No 4 38 49 340.1 567.6
Jack-O 4 42 48 420.0 522.5
Jack-O (Backward Dash) 4 42 48 420.0 522.5
Johnny 4 43 56
Ky Kiske 4 38 48 340.1 524.4
Ky Kiske (Dragon Install) 4 38 48 340.1 524.4
Leo Whitefang 4 38 53 340.1 656.5
Leo Whitefang (Brynhildr Stance)
May 4 37 57 486.0 751.8
Millia Rage 4 37 55 453.6 702.0
Nagoriyuki 5 41 38 389.0 437.0
Nagoriyuki (1 bar of Blood Gauge) 5 41 38 389.0 437.0
Nagoriyuki (2 bars of Blood Gauge) 5 41 38 389.0 437.0
Nagoriyuki (Blood Rage) 5 41 38 389.0 437.0
Potemkin 5 42 55 340.1 567.6
Ramlethal Valentine 4 38 48 404.7 656.5
Sin Kiske 4 42 49 409.5 567.6
Sol Badguy 4 38 48 340.1 524.4
Testament 4 43 55 409.5 663.6
Zato-1 4 38 57 404.7 751.8


Air Dash Values
Error: No field named "efiad" found for any of the specified database tables.

※: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
Note: Zato's air dash values represent his flight.

Backdash Values
Character Backdash Duration/Invincibility/Airborne 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

Ground Throw Ranges
Character Move Name Throw Range Relative Throw Range ※
Anji Ground Throw 90000 100%
Axl Ground Throw 90000 100%
Axl Winter Mantis 1500000 1667%
Baiken Ground Throw 90000 100%
Chaos Ground Throw 90000 100%
Chipp Ground Throw 75000 83%
Chipp Genrou Zan 20000 22%
Faust Ground Throw 90000 100%
Faust Snip Snip Snip 120000 133%
Giovanna Ground Throw 90000 100%
Goldlewis Ground Throw 90000 100%
I-No Ground Throw 90000 100%
I-No Megalomania 120000 133%
Jack-O' Ground Throw 90000 100%
Jack-O' Forever Elysion Driver 200000 222%
Ky Ground Throw 90000 100%
Leo Ground Throw 90000 100%
Leo Gländzendes Dunkel 120000 133%
May Ground Throw 90000 100%
May Overhead Kiss 120000 133%
Millia Ground Throw 75000 83%
Nagoriyuki Ground Throw 120000 133%
Nagoriyuki Bloodsucking Universe 160000 178%
Potemkin Ground Throw 120000 133%
Potemkin Potemkin Buster 120000→160000→200000→250000 133%→178%→222%→278%
Ramlethal Ground Throw 90000 100%
Sol Ground Throw 90000 100%
Sol Wild Throw 120000 133%
Sol Heavy Mob Cemetery 150000 167%
Zato Ground Throw 90000 100%
Zato Damned Fang 120000 133%

※: Relative to the median throw range, which is the most common normal throw range of 90000.
Note: Throw range values listed represent throw hitbox sizes, and do not account for travel distance.

Air Throw Ranges
Character Move Name Throw Range
Air Throw (All Characters) Air Throw 200000
Potemkin Heavenly Potemkin Buster 200000

System Data

Attack Level

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)

Guts

Guts Rating
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

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
  • 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

Burst Frame Data
Version 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
0 All 18 6 22+9 after landing -10 1~45F Full
0 All 14 6 33+9 after landing -30 1~27F Full
  • 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.

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