GBVS/Belial/Frame Data: Difference between revisions

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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|
{{AttackVersion|name={{Tt|Goetia|[[File:GBVS_Belial_Goetia.png|200x200px]]}}|subtitle=236L/M/H|rowspan=4}}
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{{AttackVersion|name={{Tt|Goetia|[[File:GBVS_Belial_Goetia.png|200x200px]]}}|subtitle=236L/M/H|rowspan=6}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
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{{#lst:{{BASEPAGENAME}}/Data|236M}}
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{{AttackVersion|name={{Tt|Everyone's A Little Crooked|[[File:GBVS_Belial_You_Like_It_A_Little_Crooked_Right.png|200x200px]]<br/>from 236L/H<hr>[[File:GBVS_Belial_You_Like_It_A_Little_Crooked_Right_M.png|200x200px]]<br/>from 236M}}|subtitle=236X~4L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Everyone's A Little Crooked|[[File:GBVS_Belial_You_Like_It_A_Little_Crooked_Right.png|200x200px]]<br/>from 236L/H<hr>[[File:GBVS_Belial_You_Like_It_A_Little_Crooked_Right_M.png|200x200px]]<br/>from 236M}}|subtitle=236X~4L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4L}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4L}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4L Extra}}
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{{#lst:{{BASEPAGENAME}}/Data|236L~4M}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4M}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L~4M Extra}}
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{{#lst:{{BASEPAGENAME}}/Data|236L~4H}}
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{{AttackVersion|name={{Tt|Notoria|[[File:GBVS_Belial_NotoriaL.png|200x200px]]<br/>L<hr>[[File:GBVS_Belial_NotoriaM.png|200x200px]]<br/>M}}|subtitle=623L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Notoria|[[File:GBVS_Belial_NotoriaL.png|200x200px]]<br/>L<hr>[[File:GBVS_Belial_NotoriaM.png|200x200px]]<br/>M}}|subtitle=623L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
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{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
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{{AttackVersion|name={{Tt|Asmodeus|[[File:GBVS_Belial_Asmodeus.png|200x200px]]<hr>[[File:GBVS_Belial_AsmodeusHit.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Asmodeus|[[File:GBVS_Belial_Asmodeus.png|200x200px]]<hr>[[File:GBVS_Belial_AsmodeusHit.png|200x200px]]}}|subtitle=214L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
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{{#lst:{{BASEPAGENAME}}/Data|214M}}
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{{AttackVersion|name={{Tt|Vassago|[[File:GBVS_Belial_VassagoWhiff.png|200x200px]]<hr>[[File:GBVS_Belial_VassagoHit.png|200x200px]]}}|subtitle=632146L/M/H|rowspan=2}}
{{AttackVersion|name={{Tt|Vassago|[[File:GBVS_Belial_VassagoWhiff.png|200x200px]]<hr>[[File:GBVS_Belial_VassagoHit.png|200x200px]]}}|subtitle=632146L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|632146L}}
{{#lst:{{BASEPAGENAME}}/Data|632146L}}
{{#lst:{{BASEPAGENAME}}/Data|632146L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|632146L Extra}}
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{{AttackVersion|name=632146M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146M}}
{{#lst:{{BASEPAGENAME}}/Data|632146M}}
{{#lst:{{BASEPAGENAME}}/Data|632146M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|632146M Extra}}
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{{AttackVersion|name=632146H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146H}}
{{#lst:{{BASEPAGENAME}}/Data|632146H}}
{{#lst:{{BASEPAGENAME}}/Data|632146H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|632146H Extra}}

Revision as of 20:09, 22 May 2021

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 Belial cL.png


c.MGBVS Belial cM.png


c.HGBVS Belial cH.png


Auto Combo 1GBVS Belial cXX.png
c.XX


Auto Combo 2GBVS Belial cXXX.png
c.XXX


f.LGBVS Belial fL.png


f.MGBVS Belial fM.png


f.HGBVS Belial fH.png


2LGBVS Belial 2L.png


2MGBVS Belial 2M.png


2HGBVS Belial 2H.png


2UGBVS Belial 2U.png


j.LGBVS Belial jL.png


j.MGBVS Belial jM.png


j.HGBVS Belial jH.png


j.UGBVS Belial jU.png


Unique Action

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
Give Daddy Some SugarFile:GBVS Belial GiveDaddySomeSugar.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 Belial FThrow.png


Air ThrowGBVS Belial AirThrow.png


Overhead AttackGBVS Belial 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
GoetiaFile:GBVS Belial Goetia.png
236L/M/H


Everyone's A Little CrookedFile:GBVS Belial You Like It A Little Crooked Right.png
from 236L/H
File:GBVS Belial You Like It A Little Crooked Right M.png
from 236M

236X~4L/M/H


NotoriaFile:GBVS Belial NotoriaL.png
L
File:GBVS Belial NotoriaM.png
M

623L/M/H


AsmodeusFile:GBVS Belial Asmodeus.png
File:GBVS Belial AsmodeusHit.png

214L/M/H


VassagoFile:GBVS Belial VassagoWhiff.png
File:GBVS Belial VassagoHit.png

632146L/M/H


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
LegemetonFile:GBVS Belial Legemeton.png
236236H


AnagenesisFile:GBVS Belial AnagenesisStart.png
File:GBVS Belial Anagenesis.png

236236U


Sources

Navigation

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