GGST/I-No/Frame Data
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I-No
I-No

Glossary
System Data Glossary | |
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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 | |
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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 |
---|---|---|---|---|---|---|---|---|---|
I-No | 1.06 | 1 | 4 | Light | 20/1~5 strike invuln/1~15 airborne | Hover-Dash | 1.1248 |
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|
38 | 34.01 | 49 | 56.76 | 4 [high jump: 3] | 4 [high jump: 3] | 15~32 [held] | 15~32 [held] | 15 | 15 |
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 | 22 | All | 5 | 4 | 9 | -3 | 0 | 1500 | 0 | Small | 80% | |||
5K | 28 | All | 7 | 3 | 11 | -2 | +1 | 1000 | 1 | Small | 90% | |||
c.S | 39 | All | 7 | 4 | 12 | +1 | +4 | 1000 | 3 | Mid | 100% | |||
f.S | 31 | All | 13 | 8 | 18 | -13 | -10 | 1000 | 2 | Mid | 90% | |||
5H | 41 | All | 15 | 4 | 23 | -8 | -5 | 1000 | 4 | Large | 100% | |||
2P | 20 | All | 5 | 2 | 10 | -2 | +1 | 1500 | 0 | Small | 80% | |||
2K | 23 | Low | 6 | 2 | 12 | -2 | +1 | 1000 | 1 | Small | 70% | |||
2S | 28 | All | 10 | 2 | 23 | -11 | -8 | 1000 | 2 | Mid | 90% | |||
2H | 42 | All | 11 | 8 | 14 | -5 | -2 | 1000 | 3 | Large | 100% | |||
j.P | 18 | High | 5 | 4 | 12 | 1000 | 0 | Small | 80% | |||||
j.K | 24 | High | 7 | 12 | 14 | 1000 | 1 | Small | 80% | |||||
j.S | 29 | High | 8 | 4 | 20 | 1000 | 2 | Mid | 80% | |||||
j.H | 41 | High | 12 | 5 | 22 | 1000 | 2 | Mid | 80% | |||||
j.D | 35 | High | 16 | 5 | 20 | 1000 | 2 | Mid | 90% | |||||
6P | 34 | All | 9 | 5 | 18 | -9 | -6 | 1000 | 2 | Mid | 1-2 Upper Body 3-13 Above Knees | 90% | ||
6H | 20,45 | All | 7 | 2(12)8 | 19 | -8 | KD | 1000 | 3,4 | Large | 100% | |||
2D | 33 | Low | 12 | 3 | 18 | -7 | HKD | 1000 | 2 | Large | 90% | |||
5D | 45 | High | 20 | 3 | 26 | -15 | 0 | 3000 | 2 | Mid | 80% | |||
5[D] | 56 | High | 28 | 3 | 26 | -11 | KD | 2500 | 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 | |
236S | Stroke the Big Tree | 36 | Low | 16 | 6 | 15 | -7 | 1000 | 2 | Mid | 5~15F Low Profile | 90% | |||
236H | Stroke the Big Tree | 42 | Low | 28 | 5 | 16 | -2 | 1000 | 4 | Mid | 9~27F Low Profile | 90% | |||
j.236K | Sultry Performance | 35[50] | All | 10 | Until Landing | Until Landing + 18 | -7~(-2) [-1] | 1000 | 2[4] | Very Small | 100% | ||||
j.236S | Sultry Performance | 35[50] | All | 10 | Until Landing | Until Landing + 18 | -7~(-4) [-2] | 1000 | 2[4] | Very Small | 100% | ||||
j.236H | Sultry Performance | 10×2,20[10×4,20] | All | 9 | 32 | Until Landing + 6 | ?(-7) | 1000 | 2[4] | Very Small | 100% | ||||
214P | Antidepressant Scale | 12+[9×4] | All | 29 | Total 51 | -16 | 1000 | 0 | Very Small | 80% | |||||
j.214P | Antidepressant Scale | 12+[9×4] | All | 28 | Until Landing + 6 | -16 | 1000 | 0 | Very Small | 80% | |||||
214K | Chemical Love | 45 | All | 11 | 14 | 22 | -2 | 1000 | 4 | Very Small | 80% | ||||
j.214K | Chemical Love | 45 | All | 11 | 14 | Until Landing + 7 | 1000 | 4 | 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 | |
632146H | Megalomania | 13×18 (17×11) | Ground Throw, All | 11+0(41) | N/A(-18) | 1000×18 (1000×11) | N/A(2) | 100% | |||||||
632146S | Ultimate Fortissimo | 40,20×2,100 | All (Guard Crush) | 7+2 | 4 (42) 9 | 13 | +26 | 1000×2 | 4 | Full F1~11 | 100% | ||||
j.632146S | Ultimate Fortissimo | 20×2,100 | All (Guard Crush) | 5+3 | +37 | 1000×2 | 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 | 80 | Ground Throw | 2 | 3 | 38 | HKD +56 | 2500 | 50% | ||||||
Air Throw | 80 | Air Throw | 2 | 3 | Until Landing+10 | 2500 | 50% | |||||||
Dash Cancel | Total 26 |
Gatling Table
- X = X is available on hit or block

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To edit frame data, edit values in GGST/I-No/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 •