GGST/Miscellaneous: Difference between revisions

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| {{Character Label|GGST|Asuka R|label=Asuka R♯}}
| {{Character Label|GGST|Asuka R|label=Asuka R♯}}
| [https://twitter.com/hashtag/GGST_AS?src=hash #GGST_AS]
| [https://twitter.com/hashtag/GGST_AS?src=hash #GGST_AS]
|-
| {{Character Label|GGST|Johnny}}
| [https://twitter.com/hashtag/GGST_JO?src=hash #GGST_JO]
|-
| {{Character Label|GGST|Elphelt Valentine}}
| [https://twitter.com/hashtag/GGST_JO?src=hash #GGST_EL]
|-
| {{Character Label|GGST|A.B.A}}
| [https://twitter.com/hashtag/GGST_JO?src=hash #GGST_AB]
|}
|}


== Input Shortcuts ==
== Input Shortcuts ==
Certain [[GGST/Offense#Special Moves|specials]] and [[GGST/Offense#Overdrives|Overdrives]] allow you skip directional inputs for their commands and still execute the attack. Below are the known valid input shortcuts for their usual directional commands (additional directional inputs within the given shortcuts will also work, as long as the minimum inputs as shown in the shortcut are met, e.g. 62146 is valid because 6246 is valid).
Certain [[../Mechanics#Special Moves|specials]] and [[../Mechanics#Overdrives|Overdrives]] allow you skip directional inputs for their commands and still execute the attack. Below are the known valid input shortcuts for their usual directional commands (additional directional inputs within the given shortcuts will also work, as long as the minimum inputs as shown in the shortcut are met, e.g. 62146 is valid because 6246 is valid).
[[File:GGST_Shortcut.png|thumb|250px|Sol performing Heavy Mob Cemetery (214214H) with the input shortcut 2421H]]
[[File:GGST_Shortcut.png|thumb|250px|Sol performing Heavy Mob Cemetery (214214H) with the input shortcut 2421H]]
{| class="wikitable stripe" style="display: inline-table;"
{| class="wikitable stripe" style="display: inline-table;"
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|-
|-
| Tír na nÓg<sup>DLC</sup>
| Tír na nÓg<sup>DLC</sup>
| |
|-
| Fallen Prayer, Engulfed Lives<sup>DLC</sup>
| |  
| |  
|}
|}
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;Play + Record = Reset
;Play + Record = Reset
:Pressing both Play and Record at the same time is the same as pressing the Reset button.
:Pressing both Play and Record at the same time is the same as pressing the Reset button.
== Technical Calculations ==
These are not required to utilise game mechanics, but these sections further elaborate on the mathematical calcuations for various system mechanics, which are otherwise too complex for their respective sections.
=== Base R.I.S.C. Gain ===
----
Base R.I.S.C Gain is tied to [[GGST/Attack Attributes#Attack Level|Attack Level]], using the formula:
<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.
* [[GGST/Attack Attributes#Projectile|Projectiles]] ignore Attack Level for their base R.I.S.C. Gain, acting like Level 0 attacks regardless of their actual level.
* A fully charged [[GGST/Offense#Dust Attack|Dust Attack]] functions like a Level 4 for the opponent on block despite being Level 2, including R.I.S.C. Gain.
* R.I.S.C. Gain is reduced by 25% if the blocked attack is a low or an overhead.
=== R.I.S.C. Damage Reduction ===
----
[[file:GGST_RISC_Scale.png|thumb|right|380px|Diagram showing the damage scaling applied by negative R.I.S.C. values. Scaling is calculated as a series of linear progressions.]]
When striking an opponent with a negative [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]], the output damage is reduced. This is colloquially known as "combo scaling".
Because ''most'' R.I.S.C. Loss scales scales in intervals of 1000, you can approximate damage using the table below.
''Note: Overdrives have a hard limit of 20%, which occurs at -8000 R.I.S.C.''
{| class="wikitable" style="text-align:right;"
! R.I.S.C. Level !! Approx. Percentage
|-
|| -1000 || 87.5%
|-
|| -2000 || 74.6%
|-
|| -3000 || 62.9%
|-
|| -4000 || 52.3%
|-
|| -5000 || 43.0%
|-
|| -6000 || 35.2%
|-
|| -7000 || 27.3%
|-
|| -8000 || 19.5%
|-
|| -9000 || 15.2%
|-
|| -10000 || 11.3%
|-
|| -11000 || 7.4%
|-
|| -12000 || 4.7%
|-
|| -12800 || 3.1%
|}
A full list of ''all'' R.I.S.C. Level scalings are given in the expanded table below.
* The real scaling results from a factor multiplier, divided by 256 (see calculations further below), resulting in lengthy percentages.
* Scaling only changes in 100 R.I.S.C. intervals, with the current R.I.S.C. Level rounded down to the nearest 100. ''E.g. R.I.S.C. Levels -1000 to -1099 are identical.''
{| class="mw-collapsible mw-collapsed wikitable" style="min-width: 350px; text-align:right;"
! colspan=3 | Full R.I.S.C. Level Table
|-
! R.I.S.C. Level
! Factor /<sub>256</sub>
! Approx. Percentage
|-
| 0 || 256 || 100.0000%
|-
| -100 || 256 || 100.0000%
|-
| -200 || 252 || 98.4375%
|-
| -300 || 249 || 97.2656%
|-
| -400 || 245 || 95.7031%
|-
| -500 || 242 || 94.5312%
|-
| -600 || 238 || 92.9687%
|-
| -700 || 235 || 91.7968%
|-
| -800 || 231 || 90.2343%
|-
| -900 || 228 || 89.0625%
|-
| -1000 || 224 || 87.5000%
|-
| -1100 || 221 || 86.3281%
|-
| -1200 || 217 || 84.7656%
|-
| -1300 || 214 || 83.5937%
|-
| -1400 || 210 || 82.0312%
|-
| -1500 || 207 || 80.8593%
|-
| -1600 || 203 || 79.2968%
|-
| -1700 || 200 || 78.1250%
|-
| -1800 || 197 || 76.9531%
|-
| -1900 || 194 || 75.7812%
|-
| -2000 || 191 || 74.6093%
|-
| -2100 || 188 || 73.4375%
|-
| -2200 || 185 || 72.2656%
|-
| -2300 || 182 || 71.0937%
|-
| -2400 || 179 || 69.9218%
|-
| -2500 || 176 || 68.7500%
|-
| -2600 || 173 || 67.5781%
|-
| -2700 || 170 || 66.4062%
|-
| -2800 || 167 || 65.2343%
|-
| -2900 || 164 || 64.0625%
|-
| -3000 || 161 || 62.8906%
|-
| -3100 || 158 || 61.7187%
|-
| -3200 || 155 || 60.5468%
|-
| -3300 || 152 || 59.3750%
|-
| -3400 || 149 || 58.2031%
|-
| -3500 || 147 || 57.4218%
|-
| -3600 || 144 || 56.2500%
|-
| -3700 || 142 || 55.4687%
|-
| -3800 || 139 || 54.2968%
|-
| -3900 || 137 || 53.5156%
|-
| -4000 || 134 || 52.3437%
|-
| -4100 || 132 || 51.5625%
|-
| -4200 || 129 || 50.3906%
|-
| -4300 || 127 || 49.6093%
|-
| -4400 || 124 || 48.4375%
|-
| -4500 || 122 || 47.6562%
|-
| -4600 || 119 || 46.4843%
|-
| -4700 || 117 || 45.7031%
|-
| -4800 || 114 || 44.5312%
|-
| -4900 || 112 || 43.7500%
|-
| -5000 || 110 || 42.9687%
|-
| -5100 || 108 || 42.1875%
|-
| -5200 || 106 || 41.4062%
|-
| -5300 || 104 || 40.6250%
|-
| -5400 || 102 || 39.8437%
|-
| -5500 || 100 || 39.0625%
|-
| -5600 || 98 || 38.2812%
|-
| -5700 || 96 || 37.5000%
|-
| -5800 || 94 || 36.7187%
|-
| -5900 || 92 || 35.9375%
|-
| -6000 || 90 || 35.1562%
|-
| -6100 || 88 || 34.3750%
|-
| -6200 || 86 || 33.5937%
|-
| -6300 || 84 || 32.8125%
|-
| -6400 || 82 || 32.0312%
|-
| -6500 || 80 || 31.2500%
|-
| -6600 || 78 || 30.4687%
|-
| -6700 || 76 || 29.6875%
|-
| -6800 || 74 || 28.9062%
|-
| -6900 || 72 || 28.1250%
|-
| -7000 || 70 || 27.3437%
|-
| -7100 || 68 || 26.5625%
|-
| -7200 || 66 || 25.7812%
|-
| -7300 || 64 || 25.0000%
|-
| -7400 || 62 || 24.2187%
|-
| -7500 || 60 || 23.4375%
|-
| -7600 || 58 || 22.6562%
|-
| -7700 || 56 || 21.8750%
|-
| -7800 || 54 || 21.0937%
|-
| -7900 || 52 || 20.3125%
|-
| -8000 || 50 || 19.5312%
|-
| -8100 || 48 || 18.7500%
|-
| -8200 || 47 || 18.3593%
|-
| -8300 || 46 || 17.9687%
|-
| -8400 || 45 || 17.5781%
|-
| -8500 || 44 || 17.1875%
|-
| -8600 || 43 || 16.7968%
|-
| -8700 || 42 || 16.4062%
|-
| -8800 || 41 || 16.0156%
|-
| -8900 || 40 || 15.6250%
|-
| -9000 || 39 || 15.2343%
|-
| -9100 || 38 || 14.8437%
|-
| -9200 || 37 || 14.4531%
|-
| -9300 || 36 || 14.0625%
|-
| -9400 || 35 || 13.6718%
|-
| -9500 || 34 || 13.2812%
|-
| -9600 || 33 || 12.8906%
|-
| -9700 || 32 || 12.5000%
|-
| -9800 || 31 || 12.1093%
|-
| -9900 || 30 || 11.7187%
|-
| -10000 || 29 || 11.3281%
|-
| -10100 || 28 || 10.9375%
|-
| -10200 || 27 || 10.5468%
|-
| -10300 || 26 || 10.1562%
|-
| -10400 || 25 || 9.7656%
|-
| -10500 || 24 || 9.3750%
|-
| -10600 || 23 || 8.9843%
|-
| -10700 || 22 || 8.5937%
|-
| -10800 || 21 || 8.2031%
|-
| -10900 || 20 || 7.8125%
|-
| -11000 || 19 || 7.4218%
|-
| -11100 || 18 || 7.0312%
|-
| -11200 || 17 || 6.6406%
|-
| -11300 || 16 || 6.2500%
|-
| -11400 || 15 || 5.8593%
|-
| -11500 || 15 || 5.8593%
|-
| -11600 || 14 || 5.4687%
|-
| -11700 || 14 || 5.4687%
|-
| -11800 || 13 || 5.0781%
|-
| -11900 || 13 || 5.0781%
|-
| -12000 || 12 || 4.6875%
|-
| -12100 || 12 || 4.6875%
|-
| -12200 || 11 || 4.2968%
|-
| -12300 || 11 || 4.2968%
|-
| -12400 || 10 || 3.9062%
|-
| -12500 || 10 || 3.9062%
|-
| -12600 || 9 || 3.5156%
|-
| -12700 || 9 || 3.5156%
|-
| -12800 || 8 || 3.1250%
|}
; R.I.S.C. Scaling Calculation
For a more precise calculation, first take the table below:
{| class="wikitable" style="text-align:right;"
! R.I.S.C. Level !! Factor !! Approx. Percentage
|-
|| 0 || 256 || 100.00%
|-
|| -100 || 256 || 100.00%
|-
|| -1700 || 200 || 78.13%
|-
|| -3300 || 152 || 59.38%
|-
|| -4900 || 112 || 43.75%
|-
|| -6500 || 80 || 31.25%
|-
|| -8100 || 48 || 18.75%
|-
|| -9700 || 32 || 12.50%
|-
|| -11300 || 16 || 6.25%
|-
|| -12900 || 8 || 3.13%
|-
|}
# Find the two closest R.I.S.C. Level values in the left column of the table above, look up the corresponding values in the factor column.
# Do the linear interpolation between the values obtained; round down to nearest integer.
# Multiply the base attack damage by the number obtained, then divide by 256 and round down.
# The result would be the damage taken by your opponent.
{| class="mw-collapsible mw-collapsed wikitable" style="max-width: 1200px;"
! Example, in prose
|-
| Let's say we are landing a 30 damage attack on an opponent with a R.I.S.C Level of -4000.
The two closest R.I.S.C. Level values in the table above would be -3300 (factor of 152) and -4900 (factor of 112). For simplification purposes, the negatives can be omitted. We then do the linear interpolation of the two (i.e. "finding the average of the values, accounting for the proximity", roughly) as follows:
  factor_a + (factor_b - factor_a) * (risc - risc_a) / (risc_b - risc_a)
  = 152 + (112 - 152) * (4000 - 3300) / (4900 - 3300)
  = 152 + (-40) * 700 / 1600
  = 152 - 17.5
  = 134.5
Round it down, getting 134; and get the final answer as <code>30 * 134 / 256 = 15.7 = (rounding down once more) = 15</code> damage.
|-
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Pseudocode
|-
|
  fn scale_attack(attack_damage: int, risc: int)
    if(risc >= 0) {return attack_damage;}  <span style="opacity: 70%;">{{clr|green|// positive risc does not affect damage at all}}</span>
    if(risc >= -12800) {risc = -12800} <span style="opacity: 70%;">{{clr|green|// can't go lower than this}}</span>
    risc = abs(risc); <span style="opacity: 70%;">{{clr|green|// flip the sign so it's easier to work with}}</span>
    <span style="opacity: 70%;">{{clr|green|// table from above, with sign flipped}}</span>
    let risc_factor_table = {100: 256, 1700: 200, 3300: 152, 4900: 112, 6500: 80, 8100: 48, 9700: 32, 11300: 16, 12900: 8};
    let risc_ordinal = floor((risc - 100) / 1600);
   
    let risc_lower = risc_ordinal * 1600 + 100;
    let risc_upper = (risc_ordinal + 1) * 1600 + 100;
    let factor_lower = risc_factor_table[risc_lower];
    let factor_upper = risc_factor_table[risc_upper];
    <span style="opacity: 70%;">{{clr|green|// linear interpolation}}</span>
    let factor_interpolated = factor_lower + floor((factor_upper - factor_lower) * (risc - risc_lower) / (risc_upper - risc_lower));
   
    let out_damage = floor(attack_damage * factor_interpolated / 256);
    return out_damage
|-
|}
=== Dash Acceleration ===
----
For each frame a [[GGST/Movement#Running|dash]] is held (excluding {{Character Label|GGST|Leo Whitefang|label=Leo}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, and {{Character Label|GGST|I-No|label=I-No's}} [[GGST/Movement#Forward Dash|unique dashes]]), the dash speed will be:
<code>vₙ₊₁ = '''⌊'''vₙ + Acceleration - (vₙ/Friction)'''⌋'''</code>
Where:
* vₙ is the current speed
* vₙ₊₁ is the speed next frame
* Acceleration is the character's base acceleration
* Friction is the character's base friction value
* v cannot exceed 38.5
* The value in ⌊ ⌋ is rounded down to the nearest 0.001
Initial dash speed is the value of v when n=0, therefore frame 1 will always be slightly faster. For the sake of calculation, friction is inverse, a higher value maintains speed, while a lower value loses acceleration quicker.
Due to rounding and the mechanics of friction there is no simple way to estimate speed from an arbitrary frame, without calculating the entire series.
=== Calculating Slowdown Effect ===
----
[[file:GGST_Slowdown_Technical_Demo.webm|thumb|right|300px|Slowdown timer demonstration]]
When [[GGST/Attack Attributes#Slowdown|slowdown]] is applied to an opponent, a slowdown 'timer' is started with the given duration (e.g. 59F from a [[GGST/Movement#Roman Cancels|Blue Roman Cancel]]).
On every '''odd number''' the opponent is ''completely frozen'', similar to [[GGST/Attack Attributes#Hitstop|hitstop]]. On every '''even number''', the slowdown has no effect. This alternating behaviour is how actions are slowed down by 50%. With odd numbers remaining on slowdown, add 1F and half to see the effective frame advantage. For example, with 21F remaining you have +11F of advantage, effectively.
Because frames are simply doubled up, this is why start-up is not necessarily double, for example, {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|chara=Ky Kiske|input=5P|label={{clr|P|5P}}}}, which goes from 5F to 9F.
{{FrameChartKey}}
''Without slowdown. Active on frame 5.''
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 7
}}
''During slowdown. Active on frame 9.''
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 8
|recovery = 14
}}
This is because the first active frame being doubled hasn't made it hit later, only the 4 frames prior to it hitting are causing the hit to take longer.
{{clear}}


== Additional Data Charts ==
== Additional Data Charts ==
<!--=== Projectile Comparisons ===
<!--=== Projectile Comparisons ===
<center><b>Projectile Comparisons</b>
<center><b>Projectile Comparisons</b>
{{#cargo_query:tables=MoveData_GGST, MoveData_GGST__notes
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|fields=chara=Character,images,hitboxes,startup=Startup,active=Active,recovery=Recovery,,onBlock=On-Block,onHit=On-Hit,notes,MoveData_GGST__notes._value=Clash Level / Hits
|fields=chara=Character,images,hitboxes,name=Name,input=Input,damage=Damage,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,notes,MoveData_GGST__notes._value=Clash Level / Hits
|where=MoveData_GGST__notes._value LIKE '%Clash Level%' or MoveData_GGST__notes._value LIKE '%Clash Hits%'
|where=MoveData_GGST__notes._value LIKE '%Clash Level%' or MoveData_GGST__notes._value LIKE '%Clash Hits%'
|group by=chara
|format=dynamic table
|format=dynamic table|order by=chara,_rowID|rows per page=50
|group by=chara,input
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}-->
}}-->
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=== c.S Values ===
=== c.S Values ===
<center><b>c.S Values</b>
<center><b>c.S Values</b>
{{#cargo_query:tables=MoveData_GGST, MoveData_GGST__notes
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|fields=chara=Character,images,hitboxes,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,damage=Damage,level=Level,onBlock=On-Block,onHit=On-Hit,notes,MoveData_GGST__notes._value=Input Proximity Range
|fields=chara=Character,images,hitboxes,damage=Damage,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,level=Level,onBlock=On-Block,onHit=On-Hit,notes,MoveData_GGST__notes._value=Input Proximity Range,damage=Damage
|where=input="c.S" and MoveData_GGST__notes._value LIKE '%Input Proximity Range%'
|where=input="c.S" and MoveData_GGST__notes._value LIKE '%Input Proximity Range%'
|format=dynamic table
|group by=chara
|group by=chara
|format=dynamic table|order by=chara,_rowID|rows per page=50
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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<center><b>6P Values</b>
<center><b>6P Values</b>
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=chara=Character,images,hitboxes,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,onBlock=On-Block,onHit=On-Hit,invuln=Invuln,notes
|fields=chara=Character,images,hitboxes,damage=Damage,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,onBlock=On-Block,onHit=On-Hit,invuln=Invuln,notes
|where=type="normal" and input="6P"
|where=type="normal" and input="6P"
|format=dynamic table
|group by=chara
|group by=chara
|format=dynamic table|order by=chara,_rowID|rows per page=50
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
Line 722: Line 296:


----
----
=== 2D Values ===
=== 2D Values ===
<center><b>2D Values</b>
<center><b>2D Values</b>
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=chara=Character,images,hitboxes,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,onBlock=On-Block,onHit=On-Hit
|fields=chara=Character,images,hitboxes,damage=Damage,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,onBlock=On-Block,onHit=On-Hit
|where=type="normal" and input="2D"
|where=type="normal" and input="2D"
|format=dynamic table
|group by=chara
|group by=chara
|format=dynamic table|order by=chara,_rowID|rows per page=50
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|fields=chara=Character,images,hitboxes,name=Name,onHit=On-Hit
|fields=chara=Character,images,hitboxes,name=Name,damage=Damage,onHit=On-Hit
|where=name="Ground Throw" or name="Ground Throw (Tether)" or name="Ground Throw (Knockback)"
|where=name="Ground Throw" or name="Ground Throw (Tether)" or name="Ground Throw (Knockback)"
|format=dynamic table
|group by=chara,input
|group by=chara,input
|format=dynamic table|order by=chara,_rowID|rows per page=50
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|fields=chara=Character,images,hitboxes,name=Name,onHit=On-Hit
|fields=chara=Character,images,hitboxes,name=Name,damage=Damage,onHit=On-Hit
|where=name="Air Throw"
|where=name="Air Throw"
|format=dynamic table
|group by=chara
|group by=chara
|format=dynamic table|order by=chara,_rowID|rows per page=50
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|fields=chara=Character,images,hitboxes,name=Name,input=Input,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,onHit=On-Hit
|fields=chara=Character,images,hitboxes,name=Name,input=Input,damage=Damage,startup=Startup,active=Active,recovery=Recovery,ROUND(startup + active + recovery - 1, 0)=Total Duration,onHit=On-Hit
|where=(guard="Ground Throw" or guard="Ground Throw (All)" or guard="Air Throw") and (name!="Ground Throw" and name!="Air Throw")
|where=(guard="Ground Throw" or guard="Ground Throw (All)" or guard="Air Throw") and (name!="Ground Throw" and name!="Air Throw")
|format=dynamic table
|group by=chara,input
|group by=chara,input
|format=dynamic table|order by=chara,_rowID|rows per page=50
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
Line 776: Line 359:
<center><b>Reversal Values</b>
<center><b>Reversal Values</b>
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=chara=Character,name=Name,input=Input,images,hitboxes,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,invuln=Invuln,notes
|fields=chara=Character,name=Name,input=Input,images,hitboxes,damage=Damage,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,invuln=Invuln,notes
|where=((invuln like "1~%") or (invuln like "1 -%") or (invuln like "1-%") or (invuln like "1 ~%")) and (invuln like "%strike%" or invuln like "%full%" or invuln like "%guard%" or invuln like "%all%") and (input not like 'DI%' and input not like 'j.%' and input not like 'bt%' and input not like 'BR%') and input !='236S'
|where=((invuln like "1~%") or (invuln like "1 -%") or (invuln like "1-%") or (invuln like "1 ~%")) and (invuln like "%strike%" or invuln like "%full%" or invuln like "%guard%" or invuln like "%all%") and (input not like 'DI%' and input not like 'j.%' and input not like 'bt%' and input not like 'BR%') and input !='236S' and input!='41236K 4'
|format=dynamic table|order by=chara,_rowID|rows per page=50
|format=dynamic table
|group by=chara,input
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}</center>
----
 
=== Fastest Attacks ===
<!-- This is meant for like, knowing which characters can beat certain frame traps with their abare. -->
<!-- Not counting reversals! They're not fast! -->
<center>
{| class="wikitable"
|+
|-
| width="100pt" | Frames
| width="350pt" | Moves
| width="550pt" | Notes
|-
| <big>2 Frames</big> || Every character: {{MMC|chara=Sol Badguy|input=6D or 4D|label=Ground Throw}}||
* {{CLabel|GGST|Nagoriyuki}} and {{CLabel|GGST|Potemkin}} have higher throw range than standard due to their lack of a dash.
* {{CLabel|GGST|Millia Rage|label=Millia}}, {{CLabel|GGST|Chipp Zanuff|label=Chipp}} and {{CLabel|GGST|Giovanna}} have a lower throw range than standard due to their speed.
* All other characters throw ranges are identical.
* {{Clabel|GGST|Faust|label=Faust's}} {{MMC|chara=Faust|input=236236236P|label=W-W-W-W-W-W-W-W-W-What Could This Be?}} technically hits frame 2 if the first item is either Hammer or 100T, but is not practical to use in any situation.   
|-
| <big>3 frames</big> ||
{{CLabel|GGST|Sol Badguy|label=Sol}}: {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}<br>
{{CLabel|GGST|Chipp Zanuff|label=Chipp}}: {{MMC|chara=Chipp Zanuff|input=5P|label={{clr|P|5P}}}}
||
* {{CLabel|GGST|Sol Badguy|label=Sol's}} {{clr|K|5K}} has short horizontal range, so on ranges where it can whiff, his 5 frame {{clr|K|2K}} is used otherwise.
* {{CLabel|GGST|Sol Badguy|label=Sol's}} {{clr|P|5P}} is 4 frames and is usable at spacings where {{clr|K|5K}} wouldn't.
|-
| <big>4 frames</big> ||
{{CLabel|GGST|May}}: {{MMC|chara=May|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|Millia Rage|label=Millia}}: {{MMC|chara=Millia Rage|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Giovanna}}: {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|Baiken}}: {{MMC|chara=Baiken|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|A.B.A}}: {{MMC|chara=A.B.A|input=2P|label={{clr|P|2P}}}}
||
|-
| <big>5 frames</big> ||
{{CLabel|GGST|Ky Kiske|label=Ky}}: {{MMC|chara=Ky Kiske|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=Ky Kiske|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Axl Low|label=Axl}}: {{MMC|chara=Axl Low|input=2K|label={{clr|K|2K}}}}<br>
{{CLabel|GGST|Potemkin}}: {{MMC|chara=Potemkin|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=Potemkin|input=632146P|label=Potemkin Buster}}/{{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall}}<br>
{{CLabel|GGST|Faust}}: {{MMC|chara=Faust|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=Faust|input=2K|label={{clr|K|2K}}}}<br>
{{CLabel|GGST|Zato-1|label=Zato}}: {{MMC|chara=Zato-1|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|Ramlethal Valentine|label=Ramlethal}}: {{MMC|chara=Ramlethal Valentine|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|Leo Whitefang|label=Leo}}: {{MMC|chara=Leo Whitefang|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|Nagoriyuki}}: {{MMC|chara=Nagoriyuki|input=5P|label={{clr|P|5P}}}}<br>
{{CLabel|GGST|Anji Mito|label=Anji}}: {{MMC|chara=Anji Mito|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|I-No}}: {{MMC|chara=I-No|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=I-No|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Goldlewis Dickinson|label=Goldlewis}}: {{MMC|chara=Goldlewis Dickinson|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Jack-O|label=Jack-O'}}: {{MMC|chara=Jack-O|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=Jack-O|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Happy Chaos|label=Chaos}}: {{MMC|chara=Happy Chaos|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=Happy Chaos|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Testament}}: {{MMC|chara=Testament|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Bridget}}: {{MMC|chara=Bridget|input=2K|label={{clr|K|2K}}}}<br>
{{CLabel|GGST|Sin Kiske|label=Sin}}: {{MMC|chara=Sin Kiske|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Bedman|label=Bedman?}}: {{MMC|chara=Bedman|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Asuka R|label=Asuka}}: {{MMC|chara=Asuka R|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Johnny}}: {{MMC|chara=Johnny|input=2P|label={{clr|P|2P}}}}<br>
{{CLabel|GGST|Elphelt Valentine|label=Elphelt}}: {{MMC|chara=Elphelt Valentine|input=5P|label={{clr|P|5P}}}}/{{MMC|chara=Elphelt Valentine|input=2P|label={{clr|P|2P}}}}
||
* {{CLabel|GGST|Potemkin|label=Potemkin's}} {{clr|P|5P}} whiffs very easily in most abare situations, so his 8 frame {{clr|P|2P}} is used instead.
* While {{CLabel|GGST|Potemkin|label=Potemkin's}} Hammer Fall is technically 18 frames, it gains armor on frame 5, meaning it can technically be used as abare vs 5 frame gaps.
* {{CLabel|GGST|Faust|label=Faust's}} {{clr|K|2K}} whiffs if the opponent is outside of throw range, meaning the 2nd hitbox that appears on frame 8 will hit more often. Most will prefer to use {{clr|P|5P}} over {{clr|K|2K}}.
* While not an "attack", {{CLabel|GGST|Faust|label=Faust's}} crawl gains low profile properties immediately, allowing him to crawl under okizeme options like {{CLabel|GGST|Giovanna|label=Giovanna's}} {{MMC|chara=Giovanna|input=236K|label=Enhanced Trovão}}.
|}
</center>
</center>


==Navigation==
==Navigation==
{{GGST/Navigation}}
{{GGST/Navigation}}

Latest revision as of 07:13, 12 April 2024

Finding content on Twitter

With the ease of posting videos and discussion to Twitter, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. The current list of these hashtags is as follows:

Sol Badguy #GGST_SO
Ky Kiske #GGST_KY
May #GGST_MA
Axl Low #GGST_AX
Chipp Zanuff #GGST_CH
Potemkin #GGST_PO
Faust #GGST_FA
Millia Rage #GGST_MI
Zato-1 #GGST_ZA
Ramlethal Valentine #GGST_RA
Leo Whitefang #GGST_LE
Nagoriyuki #GGST_NA
Giovanna #GGST_GI
Anji Mito #GGST_AN
I-No #GGST_IN
Goldlewis Dickinson #GGST_GO
Jack-O' #GGST_JC
Happy Chaos #GGST_HA
Baiken #GGST_BA
Testament #GGST_TE
Bridget #GGST_BR
Sin Kiske #GGST_SI
Bedman? #GGST_BE
Asuka R♯ #GGST_AS
Johnny #GGST_JO
Elphelt Valentine #GGST_EL
A.B.A #GGST_AB

Input Shortcuts

Certain specials and Overdrives allow you skip directional inputs for their commands and still execute the attack. Below are the known valid input shortcuts for their usual directional commands (additional directional inputs within the given shortcuts will also work, as long as the minimum inputs as shown in the shortcut are met, e.g. 62146 is valid because 6246 is valid).

Sol performing Heavy Mob Cemetery (214214H) with the input shortcut 2421H
Command Shortcuts
41236 (63214)
  • 4236
  • 4126
  • 4136
236236 (214214)
  • 2626
  • 2623
  • 2636
632146
  • 6246
  • 63146
632147896 (360 motion)
  • 6248
  • 4268

Low-End Considerations

Strive is a graphically-extensive game that will greatly bar out the lower end of older computers, needing much more power as opposed to Xrd just to run minimal settings (seeing as the game usually takes up around 4GB of RAM on its own). There are a few things you can try to alleviate any issues with stability in running the game, but there is only so much you can do before you're out of luck.

Ambox warning.png Be careful that some of the changes might break your game if tweaked incorrectly. Dustloop is NOT responsible for any consequences caused by modifying the game.
Settings
Quality 0, looking like blurred pixels. Sometimes, they won't be blurred and actually pixelated, but you don't want to play like this.

Firstly, be sure to set your resolution to lower than the default 1920x1080, such as 1280x720.

As usual, set your graphics setting all to the lowest values/OFF minus the Scaling Resolution and Effect Quality. Lowering Scaling Resolution will severely lower the pixel density of the in-game 3D graphics on your screen to speed things up along and use less power, but obviously this will adversely affect how you view gameplay - while it's still technically playable at 0, you'd have to question your decisions at that point. The minimum you might want to handle is 50, depending on your tastes and tolerance, with 75 being a good mix of seeing what's happening and performance. You'll have to play around with these values and judge it for yourself with screenshots. Note that this does not affect UI elements like text, gauges, buttons, so on.

Lastly, at the time of writing, there seems to be an oversight where not setting your Effect Quality to Best gives a very strange and ugly bloom/lighting effect on characters. However, you do not have to keep the setting at Best! At any point of the game, all you need to do is press Alt and Enter on your keyboard, which will toggle your fullscreen. Do just that and the bloom issues should no longer be present for the game's current session.

Scalability.ini

Thanks to this article's observation, another step can be made to slightly increase performance of your game. Make sure your game is closed, then navigate to Windows Explorer and type in %localappdata%. Hit enter and it should bring you to a folder called Local. In there, find GGST -> Saved -> Config and lastly open the Scalability.ini file that's in there. Copy and paste the following contents into there, then save the file.

[AntiAliasingQuality@0]
r.MSAA.CompositingSampleCount=1
[ViewDistanceQuality@0]
r.SkeletalMeshLODBias=5
r.ViewDistanceScale=0.0
[ShadowQuality@0]
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=0
r.Shadow.MaxResolution=0
r.Shadow.RadiusThreshold=0.0
r.Shadow.DistanceScale=0.0
r.AllowLandscapeShadows=0
[PostProcessQuality@0]
r.MotionBlurQuality=0
r.AmbientOcclusionMipLevelFactor=0
r.AmbientOcclusionRadiusScale=0
r.RenderTargetPoolMin=200
r.BloomQuality=0
r.Upscale.Quality=0
r.Filter.SizeScale=0
r.Tonemapper.Quality=0
[TextureQuality@0]
r.Streaming.MipBias=3
r.MaxAnisotropy=0
r.Streaming.PoolSize=800
[FoliageQuality@0]
r.ParticleLightQuality=0

Next, you probably don't want the game to override these settings if you're satisfied, so right-click the ini, go to Properties, and set the Read-Only flag to checked and confirm it.

Stages

Unfortunately, not all stages in Strive are built the same, with some being more hardware intensive than others. This can be very detrimental when playing online with strangers especially if you're on Player 2 side, as having performance issues such as frame drops or lag spikes will leading to high rollback frames or worse the game slowing down. Observations on which stages are more intensive than others can be compared here, so you can use this to tell your friends which stages you can play on better if you're the low-end one out. However, remember that PC hardware is not unified so one stage might not give your PC any problems but it might give someone else's PC problems - these are all relative at best, but stages listed as A-OK should be the least intensive. So if you're experience some form of netplay lag on a specific stage try to check with an FPS counter like the one in the Steam overlay if your PC is running at a completely stable 60 fps and if possible ask the opponent to do the same.

Stage Performance
Castle of the Silver Feet Little Lag
Lars Canyon A-OK
Seventh Heaven District A-OK
12-Dimensional Flux Observatory A-OK
Ajatar Hunting Ground Very Laggy
"A Happy Family" A-OK
L'oro Di Illyria Some Lag
Council of Three A-OK
Jellyfish Skyarium Very Laggy
Original Times Square Some Lag
Lap of the KamiDLC Very Laggy
White House RebornDLC Some Lag
Fairy's Forest FactoryDLC
Tír na nÓgDLC
Fallen Prayer, Engulfed LivesDLC

Note: White House Reborn is generally banned in tournament play, because the rubble that spawns after a Wall Break stays on screen for too long, obscuring post-Wall Break interactions.

Using Mods

The Lite version. Part of the stage is still intact, for average computers.
The original edits. The stage is destroyed and should no longer pose a threat to your potato.

Thankfully, modders have jumped into action to customize things like audio, models, and textures, but fortunately this also gives a possibility of fixing the offending stages for low-end setups. Using the following mods created by DraftFGC, much of the resource-hogging models on stages will be removed and not be rendered, which is a better visual alternative to completely removing all of the stage's characteristics.

  • The first set of removals are here, which are collective and also remove skies and Character Selection Screen assets. Individual and manual downloads (without those extreme edits) can be found in this MEGA folder. For if Lite really doesn't fix it - this should do the job.

After downloading the stages you've chosen, to manually install these mods, follow these steps:

  • Navigate to C:\Program Files (x86)\Steam\steamapps\common\GUILTY GEAR STRIVE\RED\Content\Paks\ (whichever drive/directory your game is saved in)
  • In the Paks folder, make another folder called ~mods
  • Extract and drop your downloaded contents into that folder and test in-game (in other words, you should have Paks/~mods/*.pak and *.sig).

You should no longer have to worry about fighting strangers or asking people to swap stages with these mods. Unfortunately, though, if your game is still having issues running even after all these steps, then there likely isn't any more you can do aside from upgrading your setup.

Training Mode Shortcuts

Direction + Reset
Left + Reset to reset both characters to the left corner. (P1 in the corner)
Right + Reset to reset both characters to the right corner. (P2 in the corner)
Down + Reset to reset both characters to round start position.
Up + Reset to reset both characters to the previous starting position with their player sides switched.
Play + Record = Reset
Pressing both Play and Record at the same time is the same as pressing the Reset button.

Additional Data Charts

c.S Values

c.S Values
Character Damage Startup Active Recovery Total Duration Level On-Block On-Hit Input Proximity Range
Character Damage Startup Active Recovery Total Duration Level On-Block On-Hit Input Proximity Range
A.B.A 38 7 6 10 22 3 +1 +4 Input Proximity Range: ?
Anji Mito 42 7 7 11 24 4 +1 +4 Input Proximity Range: 270
Axl Low 40 8 6 12 25 3 -1 +2 Input Proximity Range: 340
Baiken 43 7 6 10 22 3 +1 +4 Input Proximity Range: 270
Bridget 18×2 7 3, 3 13 22 3 +1 +13 Input Proximity Range: 270
Chipp Zanuff 38 7 6 10 22 3 +1 +4 Input Proximity Range: 270
Elphelt Valentine 38 7 6 10 22 3 +1 +5 Input Proximity Range: 270
Faust 40 8 6 12 25 3 -1 +2 Input Proximity Range: 340
Giovanna 40 7 6 10 22 4 +3 +13 Input Proximity Range: 240
Goldlewis Dickinson 39 7 6 12 24 4 +1 +4 Input Proximity Range: 300
Happy Chaos 38 7 6 10 22 3 +1 +4 Input Proximity Range: 270
I-No 39 7 4 12 22 3 +1 +4 Input Proximity Range: 270
Jack-O 39 7 6 10 22 3 +1 +4 Input Proximity Range: 270
Johnny 41 7 6 10 22 3 +1 +4 Input Proximity Range: 300
Ky Kiske 42 7 6 10 22 3 +1 +4 Input Proximity Range: 270
Leo Whitefang 40 7 6 10 22 3 +1 +4 Input Proximity Range: 270
May 44 7 6 8 20 3 +3 +6 Input Proximity Range: 240
Millia Rage 15×2 7 3, 3 13 22 3 +1 +13 Input Proximity Range: 270
Nagoriyuki 40 7 6 10 22 4 +3 KD +40 Input Proximity Range: 300
Potemkin 45 8 4 11 22 4 +4 +7 Input Proximity Range: 360
Ramlethal Valentine 40 7 6 10 22 3 +1 +4 Input Proximity Range: 270
Sol Badguy 44 7 6 10 22 4 +3 +13 Input Proximity Range: 240
Testament 39 8 6 10 23 3 +1 +4 Input Proximity Range: 270
Zato-1 30 8 6 10 23 3 +1 +4 Input Proximity Range: 270

6P Values

6P Values
Character Damage Startup Active Recovery Total Duration On-Block On-Hit Invuln
Character Damage Startup Active Recovery Total Duration On-Block On-Hit Invuln
A.B.A 29 11 6 20 36 -12 -9 1-2 Upper Body/3-16 Above Knees
Anji Mito 33 10 6 25 40 -17 KD +19 1-3 Upper Body
4-15 Above Knees
Asuka R 29 11 6 17 33 -9 KD 1-3 Upper Body
4-16 Above Knees
Axl Low 30 12 5 22 38 -13 +2 1-3 Upper Body
4-16 Above Knees
Baiken 32 9 5 19 32 -10 -7 1-2 Upper Body
3-13 Above Knees
Bedman 37 11 6 24 40 -16 KD +19 1-2 Upper Body
3-16 Above Knees
Bridget 27 10 6 20 35 -12 KD +23 1-3 Upper Body
4-17 Above Knee
Chipp Zanuff 26 9 5 25 38 -16 -13 1-2 Upper Body
3-13 Above Knee
Elphelt Valentine 29 9 4 20 32 -10 KD +25 1-2 Upper Body
3-12 Above Knee
Faust 35 9 3 32 43 -21 KD +21 1-3 Upper Body
4-11 Above Knees
Giovanna 32 12 8 15 34 -9 KD +22 1-3 Upper Body
4-19 Above Knees
Goldlewis Dickinson 39 12 6 27 44 -19 -16 1-2 Upper Body
3-17 Above Knees
Happy Chaos 26 9 5 25 38 -16 -13 1-3 Upper Body
4-13 Above Knees
I-No 34 9 5 18 31 -9 -6 1-2 Upper Body
3-13 Above Knees
Jack-O 28 10 6 20 35 -12 KD +21 1-3 Upper Body
4-12 Above Knees
Johnny 33 11 6 17 33 -9 KD 1-3 Upper Body
4-16 Above Knee
Ky Kiske 34 9 5 17 30 -8 -5 1-3 Upper Body
4-13 Above Knees
Leo Whitefang 38 10 5 17 31 -5 +7 1-2 Upper Body
3-14 Above Knees
May 35 12 6 18 35 -7 KD +25 1-3 Upper Body
4-17 Above Knees
Millia Rage 26 9 9 16 33 -11 -8 1-2 Upper Body
3-11 Above Knee
Nagoriyuki 34 12 5 15 31 -6 -3 1-3 Upper Body
4-17 Above Knee
Potemkin 42 11 7 25 42 -15 KD +17 1-3 Upper Body
4-17 Above Knees
Ramlethal Valentine 30 9 5 18 31 -9 -6 1-3 Upper Body
4-13 Above Knees
Sin Kiske 34 11 6 20 36 -12 -9 1-3 Upper Body
4-16 Above Knee
Slayer
Sol Badguy 36 9 5 20 33 -11 -8 1-2 Upper Body
3-13 Above Knees
Testament 31 11 6 15 31 -7 KD +28 1-3 Upper Body
4-17 Above knees
Zato-1 30 12 8 12 31 -6 KD +23 1-3 Upper Body
4-15 Above Knees

2D Values

2D Values
Character Damage Startup Active Recovery Total Duration On-Block On-Hit
Character Damage Startup Active Recovery Total Duration On-Block On-Hit
A.B.A 29 10 6 17 32 -9 HKD +??
Anji Mito 31 10 3 22 34 -11 HKD +46
Asuka R 31 12 9 20 40 -9 HKD
Axl Low 34 10 6 17 32 -9 HKD +52
Baiken 20, 16 10 6, 3 21 36 -10 HKD +49
Bedman 38 12 6 21 38 -10 HKD +47
Bridget 30 13 4 15 31 -6 HKD +54
Chipp Zanuff 30 10 2 19 30 -7 HKD +51
Elphelt Valentine 31 12 4 18 33 -8 HKD (+52)
Faust 35 12 3 18 32 -4 HKD +49
Giovanna 40 17 10 12 38 -8 HKD +51
Goldlewis Dickinson 34 14 3 24 40 -10 HKD +43
Happy Chaos 33 10 3 19 31 -8 HKD +52
I-No 33 12 3 18 32 -7 HKD +50
Jack-O 29 10 15 18 42 -19 HKD +41
Johnny 22, 17 10 3(3)3 26 38 -15 HKD +42
Ky Kiske 34 10 6 18 33 -10 HKD +48
Leo Whitefang 40 12 6 19 36 -8 HKD +48
May 30 10 7 17 33 -7 HKD +46
Millia Rage 30 12 3 19 33 -8 HKD +50
Nagoriyuki 30 12 3 18 32 -7 HKD +50
Potemkin 40 13 7 18 37 -8 HKD +45
Ramlethal Valentine 36 10 6 19 34 -8 HKD +50
Sin Kiske 33 10 6 15 30 -7 HKD +53
Slayer
Sol Badguy 36 10 3 18 30 -4 HKD +49
Testament 32 14 3 22 38 -8 HKD +50
Zato-1 27 10 6 17 32 -9 HKD +47

Ground Throw Values

Ground Throw Values
Character Name Damage On-Hit
Character Name Damage On-Hit
A.B.A Ground Throw 80 HKD +49
Anji Mito Ground Throw 80 HKD +59
Asuka R Ground Throw 70
Axl Low Ground Throw 80 HKD +41
Baiken Ground Throw (Tether) 80 HKD +60
Baiken Ground Throw (Knockback) 80 HKD +63
Bedman Ground Throw 80 HKD +57
Bridget Ground Throw 70 HKD +46
Chipp Zanuff Ground Throw 70 HKD +50
Elphelt Valentine Ground Throw 80 HKD +53
Faust Ground Throw 80 HKD +55
Giovanna Ground Throw 80 HKD +39
Goldlewis Dickinson Ground Throw 80 HKD +54
Happy Chaos Ground Throw 80 HKD +43
I-No Ground Throw 80 HKD +56
Jack-O Ground Throw 80 HKD +60
Johnny Ground Throw 80 HKD +58
Ky Kiske Ground Throw 80 HKD +55
Leo Whitefang Ground Throw 80 HKD +50
May Ground Throw 80 HKD +48
Millia Rage Ground Throw 70 HKD +61
Nagoriyuki Ground Throw 90 HKD +41
Potemkin Ground Throw 90 HKD +55
Ramlethal Valentine Ground Throw 80 HKD +55
Sin Kiske Ground Throw 80 HKD +53
Slayer Ground Throw
Sol Badguy Ground Throw 80 HKD +40
Testament Ground Throw 80 HKD +51
Zato-1 Ground Throw 80 HKD +43

Air Throw Values

Air Throw Values
Character Name Damage On-Hit
Character Name Damage On-Hit
A.B.A Air Throw 80 HKD +48 (IAD)
Anji Mito Air Throw 80 HKD +51 (IAD)
Asuka R Air Throw 70
Axl Low Air Throw 80 HKD +48 (IAD)
Baiken Air Throw 20, 60 HKD +43 (IAD)
Bedman Air Throw 80 HKD +56 (IAD)
Bridget Air Throw 70 HKD +55 (IAD)
Chipp Zanuff Air Throw 70 HKD +38 (IAD)
Elphelt Valentine Air Throw 80 HKD +30 (IAD)
Faust Air Throw 80 HKD +39 (IAD)
Giovanna Air Throw 80 HKD +43 (IAD)
Goldlewis Dickinson Air Throw 80 HKD +47 (IAD)
Happy Chaos Air Throw 80 HKD +44 (IAD)
I-No Air Throw 80 HKD +50 (IAD)
Jack-O Air Throw 80 HKD +48 (IAD)
Johnny Air Throw 80 HKD +?? (IAD)
Ky Kiske Air Throw 80 HKD +48 (IAD)
Leo Whitefang Air Throw 80 HKD +48 (IAD)
May Air Throw 80 HKD +48 (IAD)
Millia Rage Air Throw 70 HKD +52 (IAD)
Nagoriyuki Air Throw 90 HKD +51 (IAS)
Potemkin Air Throw 90 HKD +37 (IAS)
Ramlethal Valentine Air Throw 80 HKD +55 (IAD)
Sin Kiske Air Throw 80 HKD +54 (IAD)
Slayer Air Throw
Sol Badguy Air Throw 80 HKD +50 (IAD)
Testament Air Throw 80 HKD +53 (IAD)
Zato-1 Air Throw 80 HKD +45 (IAD)

Command Throw Values

Command Throw Values
Character Name Input Damage Startup Active Recovery Total Duration On-Hit
Character Name Input Damage Startup Active Recovery Total Duration On-Hit
Axl Low Winter Mantis 41236H 61 [62] 28 20 34 81 HKD +54 (HKD +71)
Bridget Rock the Baby 63214P 90 27 2 28 56 HKD +55
Chipp Zanuff Genrouzan 63214S 97 27 11 15 52 HKD +26
Elphelt Valentine Bomb-Bombnnière 236236K 50 7+0 2 50 (32 OH) 58 Stagger +20
Faust Snip Snip Snip 236H 70 6 3 41 49 HKD +41
I-No Megalomania 632146H 13×18 (17×11) 11+0(41) HKD +69 (HKD +41)
Leo Whitefang Gländzendes Dunkel bt.214K 105 30 3 42 74 HKD +50
May Overhead Kiss 623K 50 6 2 40 47 HKD +66
Nagoriyuki Bloodsucking Universe 623P 80/90/100 7 2 48 56 HKD +36
Potemkin Potemkin Buster 632146P 175 5 4 37 45 HKD +55
Potemkin Heavenly Potemkin Buster 236236S 190 12+0 15 16 42 HKD +65
Sol Badguy Heavy Mob Cemetery 214214H 40, 161 13+7 16 49 77 HKD +27
Sol Badguy Wild Throw 623K 100 6 2 41 48 HKD +15
Zato-1 Damned Fang 623S 1x13, 69 [82] 6 2 38 45 HKD +7

Reversal Values

Reversal Values
Character Name Input Damage Startup Active Recovery On-Block On-Hit Invuln
Character Name Input Damage Startup Active Recovery On-Block On-Hit Invuln
Anji Mito Midare 236K~214P 60 7 3 30 +11 1-9F Full
Axl Low Sickle Storm 236236H 45×2, 18×3 11+1 4, 4(24)13 26 -2 HKD +58 1-15F Full
Baiken Hiiragi 236P 100 1 7 32 - KD +14 [+11] 1-7 Strike
Baiken Tsurane Sanzu-watashi 236236S 35×2, 89
[35×2, 55]
8+1 3(20)3(36)3 48 -32 HKD +42 1-10 Full
Bedman call 4CC 632146H 133 9+4 3 70 -39 HKD +43 1-13F Full
Bridget Starship 623P 16×4 9 3,3,3,3 39 -28 KD +11 1-11F Strike
Chipp Zanuff Beta Blade 623S 30, 26 9 2, 18 23 -27 KD +17 1-10F Strike
Elphelt Valentine Juganto Da Parfeo 632146H 126 9+4 3 60 -39 HKD +45 1-15F Full
Faust Bone-crushing Excitement 632146H 42, 88 16+5 3 48 -32 HKD +45 1-23 Full
Giovanna Ventania 632146H 17×4, 71 5+4 4(4)4(4)4(4)4(4)7 49 -37 HKD +18 1-10F Full
Goldlewis Dickinson Down With The System 632146P 130 [130,13] 6+(135 Flash)+4 5 46 -33 HKD +62 1-14F Full
Goldlewis Dickinson Down With The System (720) 720P 145 [140,13×2] 11+(191 Flash)+4 5 46 -33 1-19F Full
Goldlewis Dickinson Down With The System (1080) 1080P 160 [151,13×3] 16+(230 Flash)+4 5 46 -33 1-24F Full
I-No Ultimate Fortissimo 632146S 40,20×2,100 7+2 4 (42) 9 13 +26 HKD +59 1-11F Full
Jack-O Forever Elysion Driver 632146P 149 10+1 2 58 -41 HKD +59 1-12F Full, 1-55F Throw
Johnny That's My Name 632146H 42, 100 9+2 3 60 -44 HKD 1-15F Full
Ky Kiske S Vapor Thrust 623S 48 [52] 11 4 43 -33 [-28] KD +22 [KD +34] 1-14f Strike
Ky Kiske Ride the Lightning 632146H 18×4, 42 [19×4, 52] 8+1 3×4(20)2 99 -82 HKD +20 1-10F Full
Leo Whitefang S Eisen Sturm [2]8S 28,25 9 3,12 33 -28 KD +22 1-9F Strike
Leo Whitefang Leidenschaft des Dirigenten 632146H 17*4,42 10+1 8(15)12(13)8(10)8(44)6 43 -33 HKD +34 1-18 Full
May The Wonderful and Dynamic Goshogawara 632146H 66[43], 82 6+4 12(22)10 55 -31 HKD +38 1-21F Full
Millia Rage Winger 632146H 16×5,50 8+1 10(9)15 40 -32 HKD +21 1-8F Full
7-40F Airborne
Nagoriyuki Wasureyuki 632146S 65, 2×17, 52 [65] 7+(173 Flash)+2 2 54 -39 HKD +39 [HKD +73] 1-10F Full
Nagoriyuki Zansetsu 632146H 200 11+(58 Flash)+10 6 80 -66 HKD +15 1-26F Full
Potemkin Heavenly Potemkin Buster 236236S 190 12+0 15 16 N/A HKD +65 1-12F Full
Ramlethal Valentine Mortobato 236236S 130 [110] {90} 7+2 6 51 -38 [-38] {-43} HKD +28 1-14F Full
Sin Kiske Hawk Baker 623S 20, 30 9 6(23)4 36 -26 KD +3 [-22] 1-11F Strike
Sin Kiske Hawk Baker Follow-Up 623S~S 43 12 3 33 -19 KD +28 1-14F Strike
Sin Kiske R.T.L 632146H 20×2, 50 11+5 12 25+32 After Landing -55 HKD +20 1-18F Full
Sol Badguy S Volcanic Viper 623S 40 9 14 18+10 Landing -28 KD +17 [CH KD +30] 1-11F Strike
Sol Badguy Tyrant Rave 632146H 58, 82 [58, 112] 7+2 3(20)20 41 -44 HKD +20 [HKD +49] 1-11F Full
Testament Calamity One 236236K 123 11+4 5 67 -38 HKD +48 1-19F Full

Fastest Attacks

Frames Moves Notes
2 Frames Every character: Ground ThrowGGST Sol Badguy Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage-
  • Nagoriyuki and Potemkin have higher throw range than standard due to their lack of a dash.
  • Millia, Chipp and Giovanna have a lower throw range than standard due to their speed.
  • All other characters throw ranges are identical.
  • Faust's W-W-W-W-W-W-W-W-W-What Could This Be?GGST Faust 236236236P Items.pngGuardStartup1+1RecoveryTotal 48AdvantageN/A technically hits frame 2 if the first item is either Hammer or 100T, but is not practical to use in any situation.
3 frames

Sol: 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16
Chipp: 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2

  • Sol's 5K has short horizontal range, so on ranges where it can whiff, his 5 frame 2K is used otherwise.
  • Sol's 5P is 4 frames and is usable at spacings where 5K wouldn't.
4 frames

May: 5PGGST May 5P.pngGuardAllStartup4Recovery8Advantage-1
Millia: 2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2
Giovanna: 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2
Baiken: 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2
A.B.A: 2PGGST A.B.A 2P.pngGuardAllStartup4Recovery10Advantage-2

5 frames

Ky: 5PGGST Ky Kiske 5P.pngGuardAllStartup5Recovery7Advantage-1/2PGGST Ky Kiske 2P.pngGuardAllStartup5Recovery8Advantage-2
Axl: 2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4
Potemkin: 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1/Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-/Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9
Faust: 5PGGST Faust 5P.pngGuardAllStartup5Recovery8Advantage-2/2KGGST Faust 2K 1.pngGuardAll, Low, LowStartup5Recovery12Advantage-2
Zato: 5PGGST Zato-1 5P.pngGuardAllStartup5Recovery8Advantage-2 [0]
Ramlethal: 5PGGST Ramlethal Valentine 5P.pngGuardAllStartup5Recovery8Advantage-2
Leo: 5PGGST Leo Whitefang 5P.pngGuardAllStartup5Recovery6Advantage-1
Nagoriyuki: 5PGGST Nagoriyuki 5P.pngGuardAllStartup5Recovery9Advantage0
Anji: 2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
I-No: 5PGGST I-No 5P.pngGuardAllStartup5Recovery9Advantage-3/2PGGST I-No 2P.pngGuardAllStartup5Recovery10Advantage-2
Goldlewis: 2PGGST Goldlewis Dickinson 2P.pngGuardAllStartup5Recovery6Advantage+3
Jack-O': 5PGGST Jack-O 5P.pngGuardAllStartup5Recovery8Advantage-2/2PGGST Jack-O 2P.pngGuardAllStartup5Recovery9Advantage-3
Chaos: 5PGGST Happy Chaos 5P.pngGuardAllStartup5Recovery7Advantage-1/2PGGST Happy Chaos 2P.pngGuardAllStartup5Recovery10Advantage-2
Testament: 2PGGST Testament 2P.pngGuardAllStartup5Recovery10Advantage-3
Bridget: 2KGGST Bridget 2K.pngGuardLowStartup5Recovery11Advantage-2
Sin: 2PGGST Sin Kiske 2P.pngGuardAllStartup5Recovery9Advantage-2
Bedman?: 2PGGST Bedman 2P.pngGuardAllStartup5Recovery10Advantage-2
Asuka: 2PGGST Asuka R 2P.pngGuardAllStartup5Recovery10Advantage-2
Johnny: 2PGGST Johnny 2P.pngGuardAllStartup5Recovery9Advantage-2
Elphelt: 5PGGST Elphelt Valentine 5P.pngGuardAllStartup5Recovery9Advantage-2/2PGGST Elphelt Valentine 2P.pngGuardAllStartup5Recovery9Advantage-2

  • Potemkin's 5P whiffs very easily in most abare situations, so his 8 frame 2P is used instead.
  • While Potemkin's Hammer Fall is technically 18 frames, it gains armor on frame 5, meaning it can technically be used as abare vs 5 frame gaps.
  • Faust's 2K whiffs if the opponent is outside of throw range, meaning the 2nd hitbox that appears on frame 8 will hit more often. Most will prefer to use 5P over 2K.
  • While not an "attack", Faust's crawl gains low profile properties immediately, allowing him to crawl under okizeme options like Giovanna's Enhanced TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15].

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