GBVS/Cagliostro/Frame Data: Difference between revisions

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==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{FrameDataGlossary-GBVS}}
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==System Data==
{{#cargo_query:tables=gbvsCharacters
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==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Cagliostro|58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{Navbar-GBVS}}
{{GBVS/Navigation}}

Revision as of 08:59, 13 January 2023

 Cagliostro

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.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name health prejump backdash Unique Movement Options
Cagliostro 10,000 4F 22F

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 6 3 15 -3 1
c.H 700 + 3×100 Mid 9 8 20 -3 1
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 280 Mid 12 3 18 -4 0
f.L 400 Mid 6 3 15 -5 -1
f.M 700 Mid 10 6 15 -6 -2
f.H 1000 Mid 9 1,1,4 18 -5 -1
2L 400 Low 6 3 6 +2 +6
2M 700 Mid 8 3 16 -4 0
2H 1000 Mid 11 6 24 -12 -8
2U 700 Low 7 6 21 -12 HKD 2
j.L 400 High/Air 5 Until L 0
j.M 600 High/Air 6 6 Until L
j.H 800 High/Air 8 6 Until L

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 Collapse (Conjure) 500 Mid 12 4 17 -6 -2
j.U Collapse (Conjure) 500 All 11 4 Until L+6
6U Level 1 Collapse (Fire) 400 Mid 18 Total 45 -8 -4
6U Level 2 Collapse (Fire) 600 Mid 18 Total 45 0 +4
6U Level 3 Collapse (Fire) 700 Mid 18 Total 45 +2 +6
6U Level 4 Collapse (Fire) 800 Mid 18 Total 45 +4 +8
6U Level 5 Collapse (Fire) 1000 Mid 18 Total 45 +7 KD
j.2/6U Level 1 Collapse (Fire) 200 Mid 22 Until L+9
j.2/6U Level 2 Collapse (Fire) 400 Mid 22 Until L+9
j.2/6U Level 3 Collapse (Fire) 600 Mid 22 Until L+9
j.2/6U Level 4 Collapse (Fire) 800 Mid 22 Until L+9
j.2/6U Level 5 Collapse (Fire) 1000 Mid 22 Until L+9 KD

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 L Mehen 400 Mid 50 Total 33
236M M Mehen 400 Mid 50 Total 33
236H H Mehen 400×2 Mid 38 Total 33
j.236L Air L Mehen 400 Mid 39 Until L+4
j.236M Air M Mehen 400 Mid 39 Until L+4
j.236H Air H Mehen 400×2 Mid 39 Until L+4
214L L Alexandria 1000 Mid 15 10 16 -9 KD
214M M Alexandria 1200 Mid 21 13 16 -12 KD
214H H Alexandria 1200 Mid 12 13 16 -12 HKD
623L L Calculated 1000 Mid 20 5 27 -5
623M M Calculated 1000 Mid 24 5 26 -4
623H H Calculated 1200 Mid 20 5 27 -5
22L L Spare Body 23 Total 30
22M M Spare Body 24 Total 39
22H H Spare Body 1000 Mid 13 5 19 +1 HKD
j.22L Air L Spare Body 23 Total 34
j.22M Air M Spare Body 24 Total 39
j.22H Air H Spare Body 1000 Mid 13 5 17 +3 HKD

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Ars Magna 2000 + 5×300 All 13 3×18 49 -27 HKD 1~15 All
236236U Everything's Coming Up Cagliostro 4500 All 13 3×6 48 -32 HKD 1~15 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 HKD 0, 4
Air Throw 1500 5 5 Until L+6
Overhead Attack 1000 High 26 6 17 -4 +1

Navigation

 Cagliostro
To edit frame data, edit values in GBVS/Cagliostro/Data.
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information