GGST/Frame Data: Difference between revisions

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==Character Frame Data==
==Character Frame Data==
{{Centerdiv}}
{{Centerdiv}}
[[File:GGST Testament Icon.png|Testament|link=GGST/Testament/Frame Data|90px]]
[[File:GGST Jack-O Icon.png|Jack-O'|link=GGST/Jack-O/Frame Data|90px]]
[[File:GGST Jack-O Icon.png|Jack-O'|link=GGST/Jack-O/Frame Data|90px]]
[[File:GGST Nagoriyuki Icon.png|Nagoriyuki|link=GGST/Nagoriyuki/Frame Data|90px]]
[[File:GGST Nagoriyuki Icon.png|Nagoriyuki|link=GGST/Nagoriyuki/Frame Data|90px]]
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==Character Comparisons==
==Character Comparisons==
===Defense Values===
===Defense Values===
<center><b>Defense Values</b>
<div style="width: 100%; max-width: 800px; margin: 0 auto;"><center><b>Defense Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,defense=Defense Modifier,guts=Guts Rating,weight=Weight
|fields=name=Character,defense=Defense Modifier,guts=Guts Rating,guardBalance=R.I.S.C. Gain Modifier,weight=Weight
|format=table
|format=table
}}</center>
}}</center></div>
 
===R.I.S.C. Values===
<center><b>R.I.S.C. Values</b>
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,guardBalance=R.I.S.C. Gain Modifier
|format=table
}}</center>
* R.I.S.C. Level maximum value is 12800 for all characters.
* Base R.I.S.C Gain is tied to Attack Level: <code>'''⌊'''(5 + 5 × Attack Level) ÷ Number of hits'''⌋''' × 100</code>
** 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: <code>Base R.I.S.C. Gain × Situational Modifiers × R.I.S.C. Gain Modifier</code>


===Movement Values===
===Movement Values===
====Jump Values====
<center><b>Jump Values</b>
<center><b>Jump Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,prejump=Prejump,jump_duration=Jump Duration,high_jump_duration=High Jump Duration,jump_height=Jump Height
|fields=name=Character,prejump=Prejump,jump_duration=Jump Duration,high_jump_duration=High Jump Duration,jump_height=Jump Height,high_jump_height=High Jump Height
|format=table
|format=table
}}</center>
}}</center>
<br style="clear:both;"/>


====Air Dash Values====
<center><b>Air Dash Values</b>
<center><b>Air Dash Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
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※: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.<br>
※: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.<br>
Note: Zato's air dash values represent his flight.
Note: Zato's air dash values represent his flight.
<br style="clear:both;"/>


====Backdash Values====
<center><b>Backdash Values</b>
<center><b>Backdash Values</b>
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
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|format=table
|format=table
}}</center>
}}</center>
====Walk and Dash Values====
<center><b>Walk and Dash Values</b>
{{#cargo_query:tables=ggstCharacters
|fields=name=Character,walk_speed=Walk Speed,back_walk_speed=Backwalk Speed,dash_initial_speed=Initial Dash Speed,dash_acceleration=Dash Acceleration,dash_friction=Friction
|format=table
}}</center>
* Details on dash acceleration can be found [[GGST/Miscellaneous#Dash Acceleration|here]].


===Throw Ranges===
===Throw Ranges===
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|-
|-
! Character
! Character
! Move Name !! Range !! Relative Throw Range ※
! Move Name !! Throw Range !! Relative Throw Range ※
|-
|-
!Anji
!Anji
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|-
|-
!Axl
!Axl
| Winter Mantis || 1500000 || 1666%
| Winter Mantis || 1500000 || 1667%
|-
|-
!Baiken
!Baiken
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|-
|-
!Chipp
!Chipp
| Genrou Zan || 200000 || 222%
| Genrou Zan || 20000 || 22%
|-
|-
!Faust
!Faust
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|-
|-
!Nagoriyuki
!Nagoriyuki
| Bloodsucking Universe || 160000 || 177%
| Bloodsucking Universe || 160000 || 178%
|-
|-
!Potemkin
!Potemkin
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|-
|-
!Potemkin
!Potemkin
| Potemkin Buster || 120000, 160000, 200000, 250000 || 133%, 177%, 222%, 277%
| Potemkin Buster || 120000→160000→200000→250000 || 133%→178%→222%→278%
|-
|-
!Ramlethal
!Ramlethal
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|-
|-
!Sol
!Sol
| Heavy Mob Cemetery || 1500000 || 1666%
| Heavy Mob Cemetery || 150000 || 167%
|-
!Testament
| Ground Throw || 90000 || 100%
|-
|-
!Zato
!Zato
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|-
|-
|}
|}
<center>
※: Relative to the median throw range, which is the most common normal throw range of 90000.<br>
※: 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.
</center>


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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|-
|-
! Character
! Character
! Move Name !! Range
! Move Name !! Throw Range
|-
|-
!Air Throw (All Characters)
!Air Throw (All Characters)
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Note: Blocking a move in the air restores an air action. (i.e air jump or air dash)
Note: Blocking a move in the air restores an air action. (i.e air jump or air dash)
<!--source: https://twitter.com/kedako_faital/status/1409213820292067331-->
<!--source: https://twitter.com/kedako_faital/status/1409213820292067331-->
===Tension Gain===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Block and Hit Values
|-
!  Level
! On-Block Tension !! On-Hit Tension
|-
! Lv.0
| 150 || 300
|-
! Lv.1
| 200 || 400
|-
! Lv.2
| 250 || 500
|-
! Lv.3
| 300 || 600
|-
! Lv.4
| 350 || 700
|}
Note: Tension Gain on contact with an airborne opponent is doubled on block.


===Guts===
===Guts===
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|+ Faultless Defense Gauge Consumption
|+ Faultless Defense Gauge Consumption
|-
|-
! Level  
! Level !! Gauge Consumption (Strikes) !! Gauge Consumption (Projectiles)
! Ground FD Consumption !! Air FD Consumption
|-
|-
! Lv.0
! Lv.0
| 500 || 525
| 500 || 125
|-
|-
! Lv.1  
! Lv.1  
| 600 || 625
| 600 || 150
|-
|-
! Lv.2  
! Lv.2  
| 675 || 700
| 700 || 175
|-
|-
! Lv.3  
! Lv.3  
| 775 || 800
| 800 || 200
|-
|-
! Lv.4  
! Lv.4  
| 875 || 900
| 900 || 225
|}
|}
*Tension Gauge maximum value is 10000.
*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 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.)
**(Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
*During Instant Faultless Defense, Tension is reduced by the normal amount for Faultless Defense and then increased by the bonus amount for Instant Block.


===Psych Burst===
===Psych Burst===
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|recovery=22+9 after landing
|recovery=22+9 after landing
|onBlock=-10
|onBlock=-10
|onHit=+12
|invuln=1~45F Full}}
|invuln=1~45F Full}}
|-
|-
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|recovery=33+9 after landing
|recovery=33+9 after landing
|onBlock=-30
|onBlock=-30
|onHit=+30
|invuln=1~27F Full}}
|invuln=1~27F Full}}
|}
|}
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*Recovery listed is while grounded.
*Recovery listed is while grounded.
**If activated while airborne, recovery is until landing + 9 frames after landing.
**If activated while airborne, recovery is until landing + 9 frames after landing.
**If activated while airborne, Gold Burst is invulnerable until landing.


==Navigation==
==Navigation==
{{#lst:GGST/Navigation}}
{{#lst:GGST/Navigation}}

Revision as of 06:06, 6 May 2022

Character Frame Data

Testament 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.

Movement Values

Jump 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

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

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

Walk and Dash Values

Walk and Dash Values
Character Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
A.B.A 4.4 3.8 6.0 0.15 100
A.B.A (Jealous Rage) 10.0 3.8 24.5 0.77 85
Anji Mito 5.6 4.9 13.5 0.555 100
Asuka R 6.0 5.0 12.5 0.5 90
Asuka R (No Mana) 6.0 5.0 12.5 0.5 90
Axl Low 5.2 4.9 13.1 0.416 100
Baiken 4.9 4.725 11.2 0.605 105
Bedman 5.6 4.5 11.0 0.42 100
Bridget 7.0 5.2 14.0 0.476 100
Chipp Zanuff 8.8 6.8 24.5 0.761 85
Elphelt Valentine 6.3 4.8 15.4 0.56 100
Faust 4.4 7.7 14.0 0.416 100
Giovanna 10.0 8.0 42.0 0 5.5556
Giovanna (100% Tension) 10.0 8.0 42.0 0 5.5556
Giovanna (50~99% Tension) 10.0 8.0 42.0 0 5.5556
Goldlewis Dickinson 6.3 5.2 10.0 0.297 100
Happy Chaos 8.8 6.8 13.5 0.396 100
I-No 6.1 4.8 18.0
Jack-O 6.6 5.0 11.9 0.555 100
Jack-O (Backward Dash) 6.6 5.0 13.0 0 -125
Johnny
Ky Kiske 6.6 5.0 15.0 0.555 100
Ky Kiske (Dragon Install) 8.6 6.0 20.0 0.555 100
Leo Whitefang 6.3 5.2 18.0 1~12f: 0.500; 13~21f: 0 1~12f: 0; 13~21f: 10
Leo Whitefang (Brynhildr Stance) 10.0 8.0 24.0
May 5.6 4.8 13.8 0.446 100
Millia Rage 7.9 6.1 20.6 0.623 90
Nagoriyuki 5.0 5.0
Nagoriyuki (1 bar of Blood Gauge) 5.0 5.0
Nagoriyuki (2 bars of Blood Gauge) 5.0 5.0
Nagoriyuki (Blood Rage) 5.0 5.0
Potemkin 5.6 4.8
Ramlethal Valentine 7.0 5.2 15.7 0.4 100
Sin Kiske 6.3 4.9 14.0 0.56 100
Sol Badguy 7.9 4.8 13.1 0.555 95
Testament 5.6 4.5 11.5 0.555 95
Zato-1 4.9 3.8 13.5 0.416 100
  • Details on dash acceleration can be found here.

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%
Testament Ground Throw 90000 100%
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)

Tension Gain

Block and Hit Values
Level On-Block Tension On-Hit Tension
Lv.0 150 300
Lv.1 200 400
Lv.2 250 500
Lv.3 300 600
Lv.4 350 700

Note: Tension Gain on contact with an airborne opponent is doubled on block.

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 Gauge Consumption (Strikes) Gauge Consumption (Projectiles)
Lv.0 500 125
Lv.1 600 150
Lv.2 700 175
Lv.3 800 200
Lv.4 900 225
  • 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.)
  • During Instant Faultless Defense, Tension is reduced by the normal amount for Faultless Defense and then increased by the bonus amount for Instant Block.

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.
    • If activated while airborne, Gold Burst is invulnerable until landing.

Navigation