GBVS/Charlotta/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|Shining Onslaught|[[File:GBVS_Charlotta_ShiningOnslaught.png|200x200px]]}}|subtitle=[4]6L/M/H|rowspan=4}}
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{{AttackVersion|name={{Tt|Shining Onslaught|[[File:GBVS_Charlotta_ShiningOnslaught.png|200x200px]]}}|subtitle=[4]6L/M/H|rowspan=6}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6L}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6L}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6L Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 1
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|[4]6M}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6M}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6M Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 3
}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown 20F (L/M) 480F (H)
*Clash level: 2
*Easy input cooldown 200F (L/M) 600F (H)
*Clash level: 1 (L) 3 (M) 2 (H)
}}
}}
}}
}}
|-
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{{AttackVersion|name={{Tt|Holy Ladder|[[File:GBVS_Charlotta_HolyLadder.png|200x200px]]}}|subtitle=[2]8L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Holy Ladder|[[File:GBVS_Charlotta_HolyLadder.png|200x200px]]}}|subtitle=[2]8L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8L}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8L}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8L Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 10, 0 (Easy), 14, 0 (Technical)
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|[2]8M}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8M}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8M Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 10, 0 (Easy), 16, 0 (Technical)
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown 20F (L/M) 480F (H)
*Clash level: 10, 0 (Easy), 18, 0 (Technical)
*Easy input cooldown 200F (L/M) 600F (H)
*Clash level:14, 0 (L) 16, 0 (M) 18, 0 (H) 10, 0 (Easy)
}}
}}
}}
}}
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{{AttackVersion|name={{Tt|Sword of Lumiel|[[File:GBVS_Charlotta_SwordOfLumiel.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Sword of Lumiel|[[File:GBVS_Charlotta_SwordOfLumiel.png|200x200px]]}}|subtitle=214L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
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{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
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{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown 20F (L/M) 480F (H)
*Easy input cooldown 200F (L/M) 600F (H)
}}
}}
}}
}}
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! colspan=19 style="background: white;"|
{{AttackVersion|name={{Tt|Noble Strategy|[[File:GBVS_Charlotta_NobleStrategy.png|200x200px]]}}|subtitle=22L/M/H|rowspan=4}}
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{{AttackVersion|name={{Tt|Noble Strategy|[[File:GBVS_Charlotta_NobleStrategy.png|200x200px]]}}|subtitle=22L/M/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
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{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown 20F (L/M) 480F (H)
*Easy input cooldown 200F (L/M) 600F (H)
}}
}}
}}
}}

Revision as of 20:41, 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 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
GBVS Charlotta 5UAttack.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 OnslaughtFile:GBVS Charlotta ShiningOnslaught.png
[4]6L/M/H


  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
  • Clash level: 1 (L) 3 (M) 2 (H)
Holy LadderFile:GBVS Charlotta HolyLadder.png
[2]8L/M/H


  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
  • Clash level:14, 0 (L) 16, 0 (M) 18, 0 (H) 10, 0 (Easy)
Sword of LumielFile:GBVS Charlotta SwordOfLumiel.png
214L/M/H


  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
Noble StrategyFile:GBVS Charlotta NobleStrategy.png
22L/M/H


  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
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.