GBVS/Anre/Frame Data

From Dustloop Wiki

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
c.LGBVS Anre cL.png


c.MGBVS Anre cM.png


c.HGBVS Anre cH.png


Auto Combo 1GBVS Anre cXX.png
c.XX


Auto Combo 2GBVS Anre cXXX.png
c.XXX


f.LGBVS Anre fL.png


f.MGBVS Anre fM.png


f.HGBVS Anre fH.png


2LGBVS Anre 2L.png


2MGBVS Anre 2M.png


2HGBVS Anre 2H.png


2UGBVS Anre 2U.png


j.LGBVS Anre jL.png


j.MGBVS Anre jM.png


j.HGBVS Anre jH.png


j.6UFile:GBVS Anre OneRiftSpear Forward.png


j.2UFile:GBVS Anre OneRiftSpear Down.png


Unique Action

{{AttackVersion|name=j.U
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Arm the BastionFile:GBVS Anre ArmtheBastion Ground.png
File:GBVS Anre ArmtheBastion Air.png
5U


Universal Mechanics

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Ground ThrowGBVS Anre FThrow.png


Air ThrowFile:GBVS Anre AThrow.png


Overhead Attack GBVS Anre UOH.png


Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
RakashaFile:GBVS Anre Rakasha.png
File:GBVS Anre RakashaExplode.png
236L


236M


236H


236X-X


Spiral SpearFile:GBVS Anre SpiralSpear.png
L/H
File:GBVS Anre SpiralSpearM.png
M
623LGBVS Anre 623L.png


623MGBVS Anre 623M.png


  • Whiffs on crouching opponents.
623HFile:GBVS Anre 623H.png


Radiance ReuinationFile:GBVS Anre RadianceReuination.png
623X-6L


Astral PiercerFile:GBVS Anre AstralPiercer.png
623X-6M


Peerless ThrustFile:GBVS Anre PeerlessThrust.png
623X-6H


Grand HasteFile:GBVS Anre GrandHaste.png
623X-6U


Mantra WheelFile:GBVS Anre MantraWheel.png
214L


214M


214H


Mantra Wheel (Midair)File:GBVS Anre MantraWheel Air.png
j.214L


j.214M


j.214H


Fleeting SparkFile:GBVS Anre FleetingSpark1.png
[2]8L


[2]8M


[2]8H


Skybound Art

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Astralance: EvertoFile:GBVS Anre AstralanceEverto.png
File:GBVS Anre AstralanceEverto2.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Seven Spears of LightningFile:GBVS Anre SevenSpearsofLightning.png
214214H File:GBVS Anre 214214H .png


Thousand-Spear VoidFile:GBVS Anre ThousandSpearVoid2.png
File:GBVS Anre ThousandSpearVoid3.png
236236U File:GBVS Anre 236236U .png


Sources

Navigation

To edit frame data, edit values in GBVS/Anre/Data.