GGST/Miscellaneous: Difference between revisions

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{{TOC limit|5}}
== Finding content on Twitter ==
== 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:
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:


{| class="wikitable" style="display: inline-table;" border="1"
{| class="wikitable stripe" style="display: inline-table;"
|-
|-
| Sol Badguy
| {{Character Label|GGST|Sol Badguy}}
| [https://twitter.com/hashtag/GGST_SO?src=hash #GGST_SO]
| [https://twitter.com/hashtag/GGST_SO?src=hash #GGST_SO]
|-
|-
| Ky Kiske
| {{Character Label|GGST|Ky Kiske}}
| [https://twitter.com/hashtag/GGST_KY?src=hash #GGST_KY]
| [https://twitter.com/hashtag/GGST_KY?src=hash #GGST_KY]
|-
|-
| May
| {{Character Label|GGST|May}}
| [https://twitter.com/hashtag/GGST_MA?src=hash #GGST_MA]
| [https://twitter.com/hashtag/GGST_MA?src=hash #GGST_MA]
|-
|-
| Axl Low
| {{Character Label|GGST|Axl Low}}
| [https://twitter.com/hashtag/GGST_AX?src=hash #GGST_AX]
| [https://twitter.com/hashtag/GGST_AX?src=hash #GGST_AX]
|-
|-
| Chipp Zanuff
| {{Character Label|GGST|Chipp Zanuff}}
| [https://twitter.com/hashtag/GGST_CH?src=hash #GGST_CH]
| [https://twitter.com/hashtag/GGST_CH?src=hash #GGST_CH]
|-
|-
| Potemkin
| {{Character Label|GGST|Potemkin}}
| [https://twitter.com/hashtag/GGST_PO?src=hash #GGST_PO]
| [https://twitter.com/hashtag/GGST_PO?src=hash #GGST_PO]
|-
|-
| Faust
| {{Character Label|GGST|Faust}}
| [https://twitter.com/hashtag/GGST_FA?src=hash #GGST_FA]
| [https://twitter.com/hashtag/GGST_FA?src=hash #GGST_FA]
|-
|-
| Millia Rage
| {{Character Label|GGST|Millia Rage}}
| [https://twitter.com/hashtag/GGST_MI?src=hash #GGST_MI]
| [https://twitter.com/hashtag/GGST_MI?src=hash #GGST_MI]
|-
|-
| Zato-1
| {{Character Label|GGST|Zato-1}}
| [https://twitter.com/hashtag/GGST_ZA?src=hash #GGST_ZA]
| [https://twitter.com/hashtag/GGST_ZA?src=hash #GGST_ZA]
|-
|-
| Ramlethal
| {{Character Label|GGST|Ramlethal Valentine}}
| [https://twitter.com/hashtag/GGST_RA?src=hash #GGST_RA]
| [https://twitter.com/hashtag/GGST_RA?src=hash #GGST_RA]
|-
|-
| Leo
| {{Character Label|GGST|Leo Whitefang}}
| [https://twitter.com/hashtag/GGST_LE?src=hash #GGST_LE]
| [https://twitter.com/hashtag/GGST_LE?src=hash #GGST_LE]
|-
|-
| Nagoriyuki
| {{Character Label|GGST|Nagoriyuki}}
| [https://twitter.com/hashtag/GGST_NA?src=hash #GGST_NA]
| [https://twitter.com/hashtag/GGST_NA?src=hash #GGST_NA]
|-
|-
| Giovanna
| {{Character Label|GGST|Giovanna}}
| [https://twitter.com/hashtag/GGST_GI?src=hash #GGST_GI]
| [https://twitter.com/hashtag/GGST_GI?src=hash #GGST_GI]
|-
|-
| Anji Mito
| {{Character Label|GGST|Anji Mito}}
| [https://twitter.com/hashtag/GGST_AN?src=hash #GGST_AN]
| [https://twitter.com/hashtag/GGST_AN?src=hash #GGST_AN]
|-
|-
| I-No
| {{Character Label|GGST|I-No}}
| [https://twitter.com/hashtag/GGST_IN?src=hash #GGST_IN]
| [https://twitter.com/hashtag/GGST_IN?src=hash #GGST_IN]
|-
|-
| Goldlewis Dickinson
| {{Character Label|GGST|Goldlewis Dickinson}}
| [https://twitter.com/hashtag/GGST_GO?src=hash #GGST_GO]
| [https://twitter.com/hashtag/GGST_GO?src=hash #GGST_GO]
|-
| {{Character Label|GGST|Jack-O|label=Jack-O'}}
| [https://twitter.com/hashtag/GGST_JC?src=hash #GGST_JC]
|-
| {{Character Label|GGST|Happy Chaos}}
| [https://twitter.com/hashtag/GGST_HA?src=hash #GGST_HA]
|-
| {{Character Label|GGST|Baiken}}
| [https://twitter.com/hashtag/GGST_BA?src=hash #GGST_BA]
|-
| {{Character Label|GGST|Testament}}
| [https://twitter.com/hashtag/GGST_TE?src=hash #GGST_TE]
|-
| {{Character Label|GGST|Bridget}}
| [https://twitter.com/hashtag/GGST_BR?src=hash #GGST_BR]
|-
| {{Character Label|GGST|Sin Kiske}}
| [https://twitter.com/hashtag/GGST_SI?src=hash #GGST_SI]
|-
| {{Character Label|GGST|Bedman|label=Bedman?}}
| [https://twitter.com/hashtag/GGST_BE?src=hash #GGST_BE]
|-
| {{Character Label|GGST|Asuka R|label=Asuka R♯}}
| [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 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).
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" style="display: inline-table;" border="1"
{| class="wikitable stripe" style="display: inline-table;"
|-
|-
| '''Command'''
| '''Command'''
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* 6246
* 6246
* 63146
* 63146
|-
| 632147896 (360 motion)
|
* 6248
* 4268
|}
|}


== Low-End Considerations ==
== 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.
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.
{{warning|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 ======
====== Settings ======
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<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">


<pre>
[AntiAliasingQuality@0]
[AntiAliasingQuality@0]
r.MSAA.CompositingSampleCount=1
r.MSAA.CompositingSampleCount=1
[ViewDistanceQuality@0]
[ViewDistanceQuality@0]
r.SkeletalMeshLODBias=5
r.SkeletalMeshLODBias=5
r.ViewDistanceScale=0.0
r.ViewDistanceScale=0.0
[ShadowQuality@0]
[ShadowQuality@0]
r.ShadowQuality=0
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=0
r.Shadow.CSM.MaxCascades=0
r.Shadow.MaxResolution=0
r.Shadow.MaxResolution=0
r.Shadow.RadiusThreshold=0.0
r.Shadow.RadiusThreshold=0.0
r.Shadow.DistanceScale=0.0
r.Shadow.DistanceScale=0.0
r.AllowLandscapeShadows=0
r.AllowLandscapeShadows=0
[PostProcessQuality@0]
[PostProcessQuality@0]
r.MotionBlurQuality=0
r.MotionBlurQuality=0
r.AmbientOcclusionMipLevelFactor=0
r.AmbientOcclusionMipLevelFactor=0
r.AmbientOcclusionRadiusScale=0
r.AmbientOcclusionRadiusScale=0
r.RenderTargetPoolMin=200
r.RenderTargetPoolMin=200
r.BloomQuality=0
r.BloomQuality=0
r.Upscale.Quality=0
r.Upscale.Quality=0
r.Filter.SizeScale=0
r.Filter.SizeScale=0
r.Tonemapper.Quality=0
r.Tonemapper.Quality=0
[TextureQuality@0]
[TextureQuality@0]
r.Streaming.MipBias=3
r.Streaming.MipBias=3
r.MaxAnisotropy=0
r.MaxAnisotropy=0
r.Streaming.PoolSize=800
r.Streaming.PoolSize=800
[FoliageQuality@0]
[FoliageQuality@0]
r.ParticleLightQuality=0
r.ParticleLightQuality=0
</pre>
</div>
</div>
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.
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 ===
=== Stages ===
Unfortunately, not all stages in Strive are built the same, with some being more heavily extensive compared to others. This can be very detrimental when playing online with strangers especially if you're Player 2, leading to laggy sets. Observations on which stages are heavier 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. Of course, these may not always apply to you for whatever reason - these are all '''relative at best''', but five of these stages should be suitable enough for a stable client-side experience.
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.


{| class="wikitable" style="text-align:right;"
{| class="wikitable" style="text-align:right;"
! Stage
! Stage
! Lagginess
! Performance
|-
|-
| Castle of the Silver Feet
| Castle of the Silver Feet
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#99c676; color:#43550e;" | Little Lag
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#99c676; color: black;" | Little Lag
|-
|-
| Lars Canyon
| Lars Canyon
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color:#18a651;" | A-OK
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color: black;" | A-OK
|-
|-
| Seventh Heaven District
| Seventh Heaven District
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color:#18a651;" | A-OK
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color: black;" | A-OK
|-
|-
| 12-Dimensional Flux Observatory
| 12-Dimensional Flux Observatory
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color:#18a651;" | A-OK
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color: black;" | A-OK
|-
|-
| Ajatar Hunting Ground
| Ajatar Hunting Ground
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#ffc0c0; color:#fe0000;" | Very Laggy
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#ffc0c0; color: black;" | Very Laggy
|-
|-
| "A Happy Family"
| "A Happy Family"
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color:#18a651;" | A-OK
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color: black;" | A-OK
|-
|-
| L'oro Di Illyria
| L'oro Di Illyria
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#fffbb5; color:#a49c00;" | Some Lag
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#fffbb5; color: black;" | Some Lag
|-
|-
| Council of Three
| Council of Three
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color:#18a651;" | A-OK
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#bbebaa; color: black;" | A-OK
|-
|-
| Jellyfish Skyarium
| Jellyfish Skyarium
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#ffc0c0; color:#fe0000;" | Very Laggy
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#ffc0c0; color: black;" | Very Laggy
|-
|-
| Original Times Square
| Original Times Square
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#fffbb5; color:#a49c00;" | Some Lag
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#fffbb5; color: black;" | Some Lag
|-
| Lap of the Kami<sup>DLC</sup>
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#ffc0c0; color: black;" | Very Laggy
|-
| White House Reborn<sup>DLC</sup>
| style="text-align:center; font-weight:bold; font-size:18px; background-color:#fffbb5; color: black;" | Some Lag
|-
| Fairy's Forest Factory<sup>DLC</sup>
| |
|-
| Tír na nÓg<sup>DLC</sup>
| |
|-
| Fallen Prayer, Engulfed Lives<sup>DLC</sup>
| |
|}
|}
Note: White House Reborn is generally banned in tournament play, because the rubble that spawns after a [[GGST/Damage#The Wall|Wall Break]] stays on screen for too long, obscuring post-Wall Break interactions.


=== Using Mods ===
=== Using Mods ===
 
[[File:GGST_AjatarModdedLite.jpg|thumb|right|The Lite version. Part of the stage is still intact, for average computers.]][[File:GGST_AjatarModded.jpg|thumb|right|The original edits. The stage is destroyed and should no longer pose a threat to your potato. ]]
[[File:GGST AjatarModdedLite.jpg|thumb|right|The Lite version. Part of the stage is still intact, for average computers.]][[File:GGST AjatarModded.jpg|thumb|right|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.
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.
Line 207: Line 241:


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.
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.
<br clear=both/>
== 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 ==
<!--=== Projectile Comparisons ===
<center><b>Projectile Comparisons</b>
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|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%'
|format=dynamic table
|group by=chara,input
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}-->
=== c.S Values ===
<center><b>c.S Values</b>
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|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%'
|format=dynamic table
|group by=chara
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}
</center>
----
=== 6P Values ===
<center><b>6P Values</b>
{{#cargo_query:tables=MoveData_GGST
|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"
|format=dynamic table
|group by=chara
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}
</center>
----
=== 2D Values ===
<center><b>2D Values</b>
{{#cargo_query:tables=MoveData_GGST
|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"
|format=dynamic table
|group by=chara
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}
</center>
----
=== Ground Throw Values ===
<center><b>Ground Throw Values</b>
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|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)"
|format=dynamic table
|group by=chara,input
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}
</center>
----
=== Air Throw Values ===
<center><b>Air Throw Values</b>
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|fields=chara=Character,images,hitboxes,name=Name,damage=Damage,onHit=On-Hit
|where=name="Air Throw"
|format=dynamic table
|group by=chara
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}
</center>
----
=== Command Throw Values ===
<center><b>Command Throw Values</b>
{{#cargo_query:tables=MoveData_GGST,MoveData_GGST__notes
|join on=MoveData_GGST._ID=MoveData_GGST__notes._rowID
|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")
|format=dynamic table
|group by=chara,input
|order by=chara,_rowID
|rows per page=50
|details fields=notes,images,hitboxes
}}
</center>
----
=== Reversal Values ===
<center><b>Reversal Values</b>
{{#cargo_query:tables=MoveData_GGST
|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' and input!='41236K 4'
|format=dynamic table
|group by=chara,input
|order by=chara,_rowID
|rows per page=50
|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>


==Navigation==
==Navigation==
{{Navbar-GGST}}
{{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
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
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
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)
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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