GBVS/Beelzebub/Frame Data: Difference between revisions

From Dustloop Wiki
Line 268: Line 268:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 10 (Easy), 14 (Technical)
}}
}}
}}
}}
Line 276: Line 277:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 10 (Easy), 16 (Technical)
}}
}}
}}
}}
Line 284: Line 286:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 10 (Easy), 18 (Technical)
}}
}}
}}
}}
Line 320: Line 323:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 4
}}
}}
}}
}}
Line 328: Line 332:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 4
}}
}}
}}
}}
Line 336: Line 341:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 4
}}
}}
}}
}}
Line 346: Line 352:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 2
}}
}}
}}
}}
Line 354: Line 361:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 2
}}
}}
}}
}}
Line 362: Line 370:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 2
}}
}}
}}
}}

Revision as of 21:13, 29 April 2020

System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
j.U

Unique Action

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 Invuln
Shadowstep
5U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Black Flies
236L lvl 1
236L lvl 2
236M lvl 1
236M lvl 2
236M lvl 3
236H lvl 1
236H lvl 2
236H lvl 3
Langelaan Field
623L
  • Clash level: 10 (Easy), 14 (Technical)
623M
  • Clash level: 10 (Easy), 16 (Technical)
623H
  • Clash level: 10 (Easy), 18 (Technical)
Chaoscalibur
214L
214M
214H
Karma
22L
  • Clash level: 4
22M
  • Clash level: 4
22H
  • Clash level: 4
Unisonic
j.214L
  • Clash level: 2
j.214M
  • Clash level: 2
j.214H
  • Clash level: 2

Skybound Art

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 Invuln
Black Spear
236236H
Anthem
214214H
Chaos Legion
236236U

Sources

Navigation

To edit frame data, edit values in GBVS/Beelzebub/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.