GBVS/Beelzebub/Frame Data

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Revision as of 01:17, 17 January 2022 by Shtkn (talk | contribs)
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Glossary

How do I read frame data?

System Data Glossary
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


System Data

name icon health prejump backdash Unique Movement Options
Beelzebub
GBVS_Beelzebub_Icon.png
10,000 4f 26f Shadowstep

Normal Moves

input damage guard startup active recovery onBlock onHit level
input damage guard startup active recovery onBlock onHit level
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 7 3 12 0 +4 2
c.H 800, 200×2 Mid 10 6 19 -2 +2 4
c.XX 200, 150 Mid 16 -2 +2 2
c.XXX 350 Mid 20 -4 0 3
f.L 400 Mid 6 3 15 -5 -1 1
f.M 700 Mid 8 4 17 -6 -2 2
f.H 1000 Mid 10 9 24 -16 -12 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 6 14 -5 -1 2
2H 1000 Mid 12 6 25 -13 -9 3
2U 700 Low 9 6 18 -9 HKD 2
j.L 400 High/Air 5 1
j.M 600 High/Air 7 2
j.H 400, 200×2 High/Air [All] 9 2
j.U 800 High/Air 11 2


Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Shadowstep 12 13 11


Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L lvl 1 Black Flies 800 All 16 -4 0 2
236L lvl 2 Black Flies 800, 100 All 33 +3 +7 2
236M lvl 1 Black Flies 900,100 All 38 +4 +12 2
236M lvl 2 Black Flies 900,100×2 All 59 +11 KD 2
236M lvl 3 Black Flies 900,100×4 All 83 +26 KD 2
236H lvl 1 Black Flies 500, 500, 100 All 16 +2 HKD 2
236H lvl 2 Black Flies 500, 100, 500, 100×2 All 33 +9 HKD 2
236H lvl 3 Black Flies 500, 100×2, 500, 100×4 All 33 +23 HKD 2
214L Chaoscalibur 200×2, 600 Mid 16 -6 KD 4
214M Chaoscalibur 250, 300, 700 Low 20 -5 KD 4
214H Chaoscalibur 200×6 Low*3, Mid*3 14 -3 HKD 4
j.214L Unisonic 900 All 22 -2 KD 3
j.214M Unisonic 1200 All 34 +4 KD 3
j.214H Unisonic 800, 400 All 13 +4 HKD 3
623L Langelaan Field 1000 All 11 -24 KD 2
623M Langelaan Field 1000 All 19 -24 KD 2
623H Langelaan Field 1200 Mid 11 -24 HKD 4
22L Karma 100 All 25 27 14 -2 +22 3
22M Karma 100 All 40 27 14 -2 +22 3
22H Karma 100 All 25 27 19 +2 +29 3

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Black Spear 2500→2000 All 7+4 -39 HKD 4
236236[H] Black Spear 100×1~11, 2500→2000 Mid*1~11, All 7+4 HKD 4
214214H Anthem 3000→2500 Throw 13+0 HKD HKD 0, 4
236236U Chaos Legion 4500→3500 Mid→All 8+7 -26 HKD 4

Other

name damage guard startup active recovery onBlock onHit level
name damage guard startup active recovery onBlock onHit level
Ground Throw 1500 Throw 7 HKD HKD 0, 4
Air Throw 1500 Airthrow 5 Until Landing HKD HKD 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4


Navigation

Ambox notice.png To edit frame data, edit values in GBVS/Beelzebub/Data.