GGST/May/Frame Data

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How do I read frame data?

System Data

name defense guts prejump backdash weight Unique Movement Options
May 1.06 4 4 16f/4f invuln Light

Normal Moves

input damage guard startup active recovery onBlock onHit riscGain level invuln prorate
input damage guard startup active recovery onBlock onHit riscGain level invuln prorate
5P 28 All 5 3 8 -1 +2 3 (5) 0 80%
5K 30 All 9 6 11 -5 -2 7 (11) 1 90%
c.S 44 All 7 6 8 +3 +6 15 (23) 3 100%
f.S 38 All 12 3 19 -8 -5 11 (17) 2 90%
5H 65 All 13 4 30 -15 -12 19 (29) 4 100%
2P 24 All 5 4 8 -2 +1 3 (5) 0 80%
2K 28 Low 6 4 10 -2 +1 5 1 70%
2S 35 All 10 6 15 -7 -4 11 (17) 2 90%
2H 60 All 11 13 26 -20 KD 19 (29) 4 100%
j.P 22 High 5 3 12 2 (5) 0 80%
j.K 28 High 7 3 12 5 (11) 1 80%
j.S 34 High 12 4 15 11 (17) 2 80%
j.H 50 High 12 10 15 11 (23) 3 80%
j.D 60 High 10 6 21 14 (29) 4 80%
j.2H 40 High 13 Until L 11 (23) 3 80%
6P 35 All 12 6 19 -7 KD 15 (23) 3 1-3 upper body, 4-17 above knees 90%
6K 35 High 20 5 11 -2 +1 8 (17) 2 80%
3K 35 Low 11 6 21 -13 HKD 8 2 90%
6H 70 [90] All [Guard Crush] 16 [40] 6 [6] 24 [24] -8 [+8] -5[KD] 19 [19] (29 [29]) 4
2D 30 Low 10 7 17 -7 HKD 11 (23) 3 90%
5D 50 [62] High 20 [28] 3 [3] 26 [26] -15 [-10] 0[KD] 8 [14] (17 [29]) 2 [4] 80% [100%]


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
[4]6S Mr. Dolphin Horizontal 35 All 7 15 11 -5 -2 11 (17) 2
[4]6H Mr. Dolphin Horizontal 45 All 25 15 11 +5 +8 15 (23) 4
[2]8S Mr. Dolphin Vertical 40 All/High 6 19 7 -3 11 (17) 2
[2]8H Mr. Dolphin Vertical 45 All/High 11 27 8 +1 15 (23) 3
623K Overhead Kiss 40, 50 Throw 6 Total 45 N/A HKD 1~6F Throw 50%
214P Arisugawa Sparkle 50 All 48 6 Total 45 +29 +32 3 (5) 2 80%
214K Arisugawa Sparkle 50 All 48 10 Total 45 +29 +32 3 (5) 2 80%

Supers

input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
236236S Great Yamada Attack 190 All 10+ 88 -54 HKD 3 (5) 4
632146H The Wonderful and Dynamic Goshogawara 80, 100 All 6+4 -21 HKD 11 (16)
j.632146H The Wonderful and Dynamic Goshogawara 80, 100 All 6+4 -21 HKD 11 (16)

Other

name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
name damage guard startup active recovery onBlock onHit riscGain level invuln prorate
Ground Throw 80 Ground Throw 2 HKD 50%
Air Throw 80 Air Throw 2 HKD 50%


Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 3K, 6K - 6H - Sp
2P 5P, 2P, 6P 3K, 6K - 6H - Sp
6P - - - - - Sp
5K 6P 3K, 6K - 6H 5D, 2D Jump, Sp, Run
2K 6P 3K, 6K - 6H 5D, 2D Sp
3K - - - - - -
6K - - - - - -
c.S 6P 3K, 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Run
f.S - - - 5H, 2H - Sp
2S - - - 5H, 2H - Sp
5H - - - - - Sp
2H - - - - - Sp
6H - - - - - Sp
5D - - - - - -
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P - - - - Sp
j.K - - - - j.D Jump, Dash, Sp
j.S - - - j.H - Jump, Dash, Sp
j.H - - - - - Sp
j.2H - - - - - Sp
j.D - - - - - Sp
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGST/May/Data.