This is a fork of Procdox's Framebar viewer mod that allows you to see a SF6 style frame data display in training/replay mode (and only training/replay mode). There is no gamebanan link right now
Download the Standalone.zip
file from releases, and extract the contents into the win64 directory of GGST. If you are upgrading, delete the existing "cache" folder as it can cause issues if it is out of date.
e.g. C:Program Files (x86)SteamsteamappscommonGUILTY GEAR STRIVEREDBinariesWin64
This does not require any pak mods installed via unverum.
Download the Unverum Hotpatch and replace Unverum.exe
and Unverum.dll
(of your old installtion) to the new one. Then download the Unverum.zip
file from releases, and extract contents into Guilty Gear -Strive- directory of Unverum (manual download since no gamebana link yet). Finally, run the game like how you would with Unverum normally.
This requires my hotfix version of Unverum.
Two bars along the bottom of the screen display a series of frames. The top bar corresponds to player one, the bottom bar to player two. The color of these frames indicates different states that the respective player is in.
Gray: the player is idle
Blue: the player is block stunned
Green: the player is hit stunned
Yellow: the player is in an animation
Red: the player has active hurtboxes
Orange: the player is in a recovery animation
Red Outline: the player has a projectile with active hurtboxes
If the training mode reset is triggered or both players don't input a move for 20 frames, the combo is considered "ended" and the display will reset on the next input move.
Additionally, there are some space saving features. If a segment of frames is longer than 5 frames, the total length will be displayed as text. If an animation is in hitstun or counterhit stun, where animation is freezed, the frames will be dropped to save space. If both players have been in the same state for more than 10 frames, the segments will be "truncated" to save space.
F1: Toggle Frame bar
F2: Toggle Hitboxes
F3: Pause/Resume the game
F4: Advance the game by one frame (if paused)
F5: Open mod menu
Fix Leo backstance move lengths
Add data about largest gap for each player
Some command throws don't show active frames
RWA and BWA aren't counting for frames
Add POT armor frame visualizer
Add cancellable recovery frame visualizer
Add color key to menu
Add segment break indicator
The simplest way to disable this and any other ue4ss mods is to delete or remove the dwmapi.dll
file from the game files. If this file is not present, the rest of the mod will not be loaded when the game is launched.
This is not a standard mod that extends or patches Unreal pak data, but instead relies on code injection. While it is designed to only provide functionality in training mode, it may violate TOS with Arc Systems. Using this may result in actions against your account on their part.
I make no guarantees on account standing, game stability, or the mental stability of the user after practicing perfect frame traps that may come as a result of this mod.
I advise disabling this mod (as detailed above) and restarting the game before playing online.
Start by downloading the project, you will need a github account with permissions to download the Unreal repository to do so (see the dependent UE4SS repository for instructions on this)
With either method, you may need to first manually run git submodule update --init --recursive
on the RE-U4SS submodule.
Requires powershell 7.4.1 or newer and MSVC build tools
The project can be built automatically using Scripts/build_project.ps1
.
Then you can run any of the package_.ps1 or deploy_.ps1 scripts in the same folder.
The package_*.ps1 scripts will only create the unverum or standalone file structure in the Packages folder. Afterwords they can be manually installed.
The deploy_*.ps1 scripts can be modified to point at your game/unverum install. They will automatically clean the target, build the package, and install the mod.
Navigate to RE-UE4SS/VS_Solution
and run generate_vs_solution.bat
Open the solution Output/UE4SSMods.sln
in MSVC (I use 2022)
Build all
There will be several files you need to copy to the game files
Output/Output/<build>/UE4SS/bin/UE4SS.dll
to Win64/
Output/Output/<build>/bin/proxy/bin/dwmapi.dll
to Win64/
Output/StriveFrameData/<build>/StriveFrameData.dll
to Win64/Mods/StriveFrameData/dlls/