GGST/Ky Kiske/Frame Data

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 Ky Kiske



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
Error: No field named "weight" found for any of the specified database tables.
Jump Data
Error: No field named "efiad" found for any of the specified database tables.

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 26 All 5 4 7 -1 +2 500 1500 0 Small none 80%
5K 30 Low 7 8 6 -2 +1 750 1000 1 Small none 70%
c.S 42 All 7 6 10 +1 +4 2000 1000 3 Mid none 100%
f.S 34 All 10 3 16 -5 -2 1500 1000 2 Mid none 90%
5H 48 All 12 6 21 -8 -5 2500 1000 4 Large none 90%
2P 22 All 5 4 8 -2 +1 500 1500 0 Small none 80%
2K 26 Low 6 4 10 -2 +1 750 1000 1 Small none 70%
2S 32 Low 11 2 20 -8 -5 1125 1000 2 Mid none 90%
2H 14, 40 All 11 1,4 28 -13 +2 1000, 1200 1000 3,4 Large×2 none 90%
j.P 20 High 6 3 9 375 1000 0 Small none 80%
j.K 26 High 7 4 8 -1 (IAD) +2 (IAD) 750 1000 1 Small none 80%
j.S 32 High 7 3 21 0 (IAD) +3 (IAD) 1125 1000 2 Mid none 80%
j.H 44 High 13 4 23 +5 (IAD) +8 (IAD) 1125 1000 2 Mid none 80%
j.D 32 All 13 6 15 500 1000 2 Very Small none 80%
6P 34 All 9 5 17 -8 -5 1500 1000 2 Mid 1-3 Upper Body
4-13 Above Knees
90%
6K 40 All 25 2 11 +4 +7 2000 1000 3 Mid none 90%
6H 52 All 15 4 20 -7 KD +29 [KD +36] 2000 1000 3 Large none 90%
2D 34 Low 10 6 18 -10 HKD +48 1125 1000 2 Large none 90%
5D 45 High 20 4 25 -15 0 1125 3000 [1000] 2 Mid none 80%
5[D] 56 High 28 4 25 -10 KD +36 1875 1500 [1000] 4 Mid none 100%

Special Moves

  • Values in [] are during Shock State
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 Stun Edge 30 [33] All 13 Until Hit Total 46 -14 -11 500 1000 2 Very Small none 80%
DI 236S DI Stun Edge 30×2 All 13 Until Hit Total 46 -11 -8 200×2 1000 2 Very Small×2 none 80%
236H Charged Stun Edge 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] +25 [+28] 100×3 1000 4 Very Small×3 none 80%
DI 236H DI Charged Stun Edge 17×5 All 39 Until Hit Total 62 +45 +48 100×5 1000 4 Very Small×5 none 80%
j.236S Aerial S Stun Edge 30 [33] All 21 Until Hit Until Landing+10 500 1000 2 Very Small none 80%
DI j.236S DI Aerial S Stun Edge 30×2 All 21 Until Hit Until Landing+10 200×2 1000 2 Very Small×2 none 80%
j.236H Aerial H Stun Edge 30 [33] All 21 Until Hit Until Landing+10 500 1000 2 Very Small none 80%
DI j.236H DI Aerial H Stun Edge 30×2 All 21 Until Hit Until Landing+10 200×2 1000 2 Very Small×2 none 80%
623S S Vapor Thrust 48 [52] All 11 4 43 -33 [-28] KD +22 [KD +34] 1500 [2500] 1000 2 [4] Mid 1-14f Strike 60%
DI 623S DI S Vapor Thrust 30×2 All 11 4 43 -26 KD +26 1200×2 1000 4 Mid×2 1-14F Strike 60%
623H H Vapor Thrust 60 [66] All 13 8 44 -38 [-33] KD +21 [KD +37] 1500 [2500] 1000 2 [4] Mid 7-16F Strike 60%
DI 623H DI H Vapor Thrust 25×3 All 13 6 39 -22 KD +37 800×3 1000 4 Large×3 7-18F Strike 60%
j.623S Air S Vapor Thrust 48 [52] All 11 4 Until Landing+12 KD 1500 [2500] 1000 2 [4] Mid 1-14F Strike 60%
DI j.623S DI Air S Vapor Thrust 30×2 All 11 4 Until Landing+12 KD 1200×2 1000 4 Large×2 1-14F Strike 60%
j.623H Air H Vapor Thrust 60 [66] All 13 8 Until Landing+12 KD 1500 [2500] 1000 2 [4] Mid 7-16F Strike 60%
DI j.623H DI Air H Vapor Thrust 25×3 All 13 6 Until Landing+12 KD 800×3 1000 4 Large×3 7-18F Strike 60%
236K Stun Dipper 20×2 [20, 22] Low, All 7 12(7)3 30 -19 [-14] KD +20 525, 700 [1200] 1000 2 [2, 4] Very Small×2 1-2F Above Shoulders
3-6F Upper Body
7-18F Above Knees
80%
DI 236K DI Stun Dipper 20, 26×2 Low, All 7 12(7)3 30 -14 HKD +47 375, 800×2 1000 2, 4, 4 Very Small×3 1-2F Above Shoulders
3-6F Upper Body
7-18F Above Knees
80%
214K Foudre Arc 40 [44] All 24 11 6 -2~+6 [+5~+12] +2~+9 [+9~+14] 1000 [2500] 2000 1,2 [4] Mid 10-11F Foot
12-28F Below Waist
80%
DI 214K DI Foudre Arc 16, 24×2 All 24 3,2,6 6 +7~+12 +11~+16 800×3 2000 4 Large×3 10-11F Foot
12-28F Below Waist
80%
214S Dire Eclat 40 [44] All 14 3 25 -8 [-6] HKD +51 2000 [2500] 1000 3 [4] Mid 80%
DI 214S DI Dire Eclat 20×3 All 14 3 25 -6 HKD +51 800×3 1000 4 Large 80%

Overdrives

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 Ride the Lightning 18×4, 42 [19×4, 52] All 8+1 3×4(20)2 99 -82 HKD +20 300×4, 500 1000 2×4, 4 Mid 1-10F Full 100%
DI 632146H DI Ride the Lightning 9×8, 26, 25×2 All 8+1 2×8(20)2×3 99 -79 HKD +26 100×8, 200×3 1000 2×8, 4×3 Mid 1-15F Full 100%
j.632146H Air Ride the Lightning 18×4, 42 [19×4, 52] All 8+1 3×4(20)2 99 HKD 300×4, 500 1000 2×4, 4 Mid 1-10F Full 100%
DI j.632146H DI Air Ride the Lightning 9×8, 26, 25×2 All 8+1 2×8(20)2×3 99 HKD 100×8, 200×3 1000 2×8, 4×3 Mid 1-15F Full 100%
236236P Sacred Edge 22×5 [26×5] All [All (Guard Crush)] 4+3 Until Hit Total 38 +10 [+26] +13 [+18] 100×5 1000 4×5 Very Small none 100%
DI 236236P DI Sacred Edge 20×8 All (Guard Crush) 4+3 Until Hit Total 38 +32 +24 100×8 1000 4×8 Very Small none 100%
214214H Dragon Install 80 [88] All 11+1 5 25 +4 HKD +63 500 1000 Very Small none 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 +55 2500 none 50%
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +48 (IAD) 2500 none 50%
Wild Assault 30 All 16~28 3 20 -4 -1 2500 4000 4 Mid 90%
Charged Wild Assault 50 All 29 3 20 -4 HKD +64 2500 3000 4 Mid 100%
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Ky Kiske 5P.pngGuardAllStartup5Recovery7Advantage-1 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Ky Kiske 2P.pngGuardAllStartup5Recovery8Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 - - - - - Special, Super
5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2 6P 6K - 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2 6P 6K - 6H 5D, 2D Special, Super
6KGGST Ky Kiske 6K.pngGuardAllStartup25Recovery11Advantage+4 - - - - - Special, Super
c.SGGST Ky Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 - - - 5H, 2H - Special, Super
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 - - - 5H, 2H - Special, Super
5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 - - - - - Special, Super
2HGGST Ky Kiske 2H.pngGuardAllStartup11Recovery28Advantage-13 - - - - - Special, Super
6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7 - - - - - Special, Super
5DGGST Ky Kiske 5D.pngGuardHighStartup20Recovery25Advantage-15 - - - - - -
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Ky Kiske jP.pngGuardHighStartup6Recovery9Advantage- j.P - - - - Special, Super
j.KGGST Ky Kiske jK.pngGuardHighStartup7Recovery8Advantage-1 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.SGGST Ky Kiske jS.pngGuardHighStartup7Recovery21Advantage0 (IAD) - - - j.H j.D Jump, Forward Air Dash, Special, Super
j.HGGST Ky Kiske jH.pngGuardHighStartup13Recovery23Advantage+5 (IAD) - - - - j.D Jump, Forward Air Dash, Special, Super
j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- - - - - - Jump, Forward Air Dash, Special, Super
X = X is available on hit or block

Navigation

 Ky Kiske



To edit frame data, edit values in GGST/Ky Kiske/Data.