GBVS/Charlotta/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
(adding image tooltips to names)
Line 14: Line 14:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.L|[[File:GBVS_Charlotta_cL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
Line 23: Line 23:
}}
}}
|-
|-
{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.M|[[File:GBVS_Charlotta_cM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
Line 32: Line 32:
}}
}}
|-
|-
{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.H|[[File:GBVS_Charlotta_cH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
Line 41: Line 41:
}}
}}
|-
|-
{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 1|[[File:GBVS_Charlotta_cXX.png|200x200px]]}}|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
Line 50: Line 50:
}}
}}
|-
|-
{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 2|[[File:GBVS_Charlotta_cXXX.png|200x200px]]}}|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
Line 59: Line 59:
}}
}}
|-
|-
{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.L|[[File:GBVS_Charlotta_fL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
Line 68: Line 68:
}}
}}
|-
|-
{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.M|[[File:GBVS_Charlotta_fM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
Line 77: Line 77:
}}
}}
|-
|-
{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.H|[[File:GBVS_Charlotta_fH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
Line 86: Line 86:
}}
}}
|-
|-
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2L|[[File:GBVS_Charlotta_2L.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
Line 95: Line 95:
}}
}}
|-
|-
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2M|[[File:GBVS_Charlotta_2M.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
Line 104: Line 104:
}}
}}
|-
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2H|[[File:GBVS_Charlotta_2H.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
Line 113: Line 113:
}}
}}
|-
|-
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2U|[[File:GBVS_Charlotta_2U.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
Line 122: Line 122:
}}
}}
|-
|-
{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.L|[[File:GBVS_Charlotta_jL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
Line 131: Line 131:
}}
}}
|-
|-
{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.M|[[File:GBVS_Charlotta_jM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
Line 140: Line 140:
}}
}}
|-
|-
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.H|[[File:GBVS_Charlotta_jH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
Line 149: Line 149:
}}
}}
|-
|-
{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.U|[[File:GBVS_Charlotta_jU.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
Line 165: Line 165:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|Königsschild
! colspan=19 style="background: white;"|{{Tt|Königsschild|[[File:GBVS_Charlotta_5U.png|200x200px]]}}
|-
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
Line 183: Line 183:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Ground Throw|[[File:GBVS_Charlotta_Throw.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
Line 192: Line 192:
}}
}}
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Air Throw|[[File:GBVS_Charlotta_AirThrow.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
Line 201: Line 201:
}}
}}
|-
|-
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Overhead Attack|[[File:GBVS_Charlotta_OverheadAttack.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
Line 217: Line 217:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|Shining Onslaught
! colspan=19 style="background: white;"|Shining Onslaught{{Tt|2H|[[File:GBVS_Charlotta_ShiningOnslaught.png|200x200px]]}}
|-
|-
{{AttackVersion|name=[4]6L|rowspan=2}}
{{AttackVersion|name=[4]6L|rowspan=2}}
Line 252: Line 252:
}}
}}
|-
|-
! colspan=19 style="background: white;"|Holy Ladder
! colspan=19 style="background: white;"|{{Tt|Holy Ladder|[[File:GBVS_Charlotta_HolyLadder.png|200x200px]]}}
|-
|-
{{AttackVersion|name=[2]8L|rowspan=2}}
{{AttackVersion|name=[2]8L|rowspan=2}}
Line 287: Line 287:
}}
}}
|-
|-
! colspan=19 style="background: white;"|Sword of Lumiel
! colspan=19 style="background: white;"|{{Tt|Sword of Lumiel|[[File:GBVS_Charlotta_SwordOfLumiel.png|200x200px]]}}
|-
|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
Line 319: Line 319:
}}
}}
|-
|-
! colspan=19 style="background: white;"|Noble Strategy
! colspan=19 style="background: white;"|{{Tt|Noble Strategy|[[File:GBVS_Charlotta_NobleStrategy.png|200x200px]]}}
|-
|-
{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
Line 351: Line 351:
}}
}}
|-
|-
! colspan=19 style="background: white;"|With Surest Strike!
! colspan=19 style="background: white;"|{{Tt|With Surest Strike!|[[File:GBVS_Charlotta_WithSurestStrike.png|200x200px]]}}
|-
|-
{{AttackVersion|name=22X|rowspan=2}}
{{AttackVersion|name=22X|rowspan=2}}
Line 362: Line 362:
}}
}}
|-
|-
! colspan=19 style="background: white;"|With Flying Nobility!
! colspan=19 style="background: white;"|{{Tt|With Flying Nobility!|[[File:GBVS_Charlotta_WithFlyingNobility.png|200x200px]]}}
|-
|-
{{AttackVersion|name=22X > L|rowspan=2}}
{{AttackVersion|name=22X > L|rowspan=2}}
Line 373: Line 373:
}}
}}
|-
|-
! colspan=19 style="background: white;"|With Purest Bravery!
! colspan=19 style="background: white;"|{{Tt|With Purest Bravery!|[[File:GBVS_Charlotta_WithPurestBravery.png|200x200px]]}}
|-
|-
{{AttackVersion|name=22X > M|rowspan=2}}
{{AttackVersion|name=22X > M|rowspan=2}}
Line 384: Line 384:
}}
}}
|-
|-
! colspan=19 style="background: white;"|With Sweetest Skills!
! colspan=19 style="background: white;"|{{Tt|With Sweetest Skills!|[[File:GBVS_Charlotta_WithSweetestSkills.png|200x200px]]}}
|-
|-
{{AttackVersion|name=22X > H|rowspan=2}}
{{AttackVersion|name=22X > H|rowspan=2}}
Line 403: Line 403:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|Brilliant Moon
! colspan=19 style="background: white;"|{{Tt|Brilliant Moon|[[File:GBVS_Charlotta_BrilliantMoon.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
Line 415: Line 415:
}}
}}
|-
|-
! colspan=19 style="background: white;"|Noble Execution
! colspan=19 style="background: white;"|{{Tt|Noble Execution|[[File:GBVS_Charlotta_NobleExecution2.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}

Revision as of 06:25, 13 April 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 Charlotta cL.png


c.MGBVS Charlotta cM.png


c.HGBVS Charlotta cH.png


Auto Combo 1GBVS Charlotta cXX.png
c.XX


Auto Combo 2GBVS Charlotta cXXX.png
c.XXX


f.LGBVS Charlotta fL.png


f.MGBVS Charlotta fM.png


f.HGBVS Charlotta fH.png


2LGBVS Charlotta 2L.png


2MGBVS Charlotta 2M.png


2HGBVS Charlotta 2H.png


2UGBVS Charlotta 2U.png


j.LGBVS Charlotta jL.png


j.MGBVS Charlotta jM.png


j.HGBVS Charlotta jH.png


j.UGBVS Charlotta 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
KönigsschildGBVS Charlotta 5U.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 Charlotta Throw.png


Air ThrowGBVS Charlotta AirThrow.png


Overhead AttackGBVS Charlotta OverheadAttack.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
Shining Onslaught2HFile:GBVS Charlotta ShiningOnslaught.png
[4]6L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
[4]6M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 3
[4]6H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2
Holy LadderFile:GBVS Charlotta HolyLadder.png
[2]8L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10, 0 (Easy), 14, 0 (Technical)
[2]8M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10, 0 (Easy), 16, 0 (Technical)
[2]8H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10, 0 (Easy), 18, 0 (Technical)
Sword of LumielFile:GBVS Charlotta SwordOfLumiel.png
214L


  • Cooldown 20F. Easy input cooldown 200F
214M


  • Cooldown 20F. Easy input cooldown 200F
214H


  • Cooldown 480F. Easy input cooldown 600F
Noble StrategyFile:GBVS Charlotta NobleStrategy.png
22L


  • Cooldown 20F. Easy input cooldown 200F
22M


  • Cooldown 20F. Easy input cooldown 200F
22H


  • Cooldown 480F. Easy input cooldown 600F
With Surest Strike!File:GBVS Charlotta WithSurestStrike.png
22X


With Flying Nobility!File:GBVS Charlotta WithFlyingNobility.png
22X > L


With Purest Bravery!File:GBVS Charlotta WithPurestBravery.png
22X > M


With Sweetest Skills!File:GBVS Charlotta WithSweetestSkills.png
22X > 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
Brilliant MoonFile:GBVS Charlotta BrilliantMoon.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Noble ExecutionFile:GBVS Charlotta NobleExecution2.png
236236U


  • Damage of the non-cinematic downward slash: 2000
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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