GBVS/Djeeta/Frame Data: Difference between revisions

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< GBVS‎ | Djeeta
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Reginleiv
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{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Reginleiv Recidive
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{{AttackVersion|name=236[L]|rowspan=2}}
{{#lst:GBVS/Djeeta/Data|236[L] Full}}
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{{Description|14|text=
{{ColumnList |text=
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{{AttackVersion|name=236[M]|rowspan=2}}
{{#lst:GBVS/Djeeta/Data|236[M] Full}}
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{{Description|14|text=
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{{AttackVersion|name=236[H]|rowspan=2}}
{{#lst:GBVS/Djeeta/Data|236[H] Full}}
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{{Description|14|text=
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! colspan=19 style="background: white;"|Rising Slash
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{{AttackVersion|name=623L|rowspan=2}}
{{#lst:GBVS/Djeeta/Data|623L Full}}
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{{Description|14|text=
{{ColumnList |text=
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{{AttackVersion|name=623M|rowspan=2}}
{{#lst:GBVS/Djeeta/Data|623M Full}}
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{{Description|14|text=
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{{AttackVersion|name=623H|rowspan=2}}
{{#lst:GBVS/Djeeta/Data|623H Full}}
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{{Description|14|text=
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! colspan=19 style="background: white;"|Vorpal Blade
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{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}

Revision as of 19:58, 7 April 2020

System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
j.U

Unique Action

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 Invuln
Overdrive Surge
5U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Reginleiv
236L
236M
236H
Reginleiv Recidive
236[L]
236[M]
236[H]
Rising Slash
623L
623M
623H
Vorpal Blade
214L
214M
214H

Skybound Art

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 Invuln
???
236236H
???
236236U

Sources

Navigation

To edit frame data, edit values in GBVS/Djeeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.