GBVS/Djeeta/Frame Data: Difference between revisions

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< GBVS‎ | Djeeta
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Overdrive Surge|[[File:GBVS_Djeeta_5U.png|200x200px]]}}
{{AttackVersion|name={{Tt|Overdrive Surge|[[File:GBVS_Djeeta_5U.png|200x200px]]}}|subtitle=5U|rowspan=2}}
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Reginleiv|[[File:GBVS_Djeeta_Reginleiv.png|200x200px]]}}
{{AttackVersion|name={{Tt|Reginleiv|[[File:GBVS_Djeeta_Reginleiv.png|200x200px]]}}|subtitle=236L/M/H|rowspan=6}}
|-
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Reginleiv: Recidive|[[File:GBVS_Djeeta_Reginleiv_Recidive.png|200x200px]]}}
{{AttackVersion|name={{Tt|Reginleiv: Recidive|[[File:GBVS_Djeeta_Reginleiv_Recidive.png|200x200px]]}}|subtitle=236[L]/[M]/[H]|rowspan=6}}
|-
{{AttackVersion|name=236[L]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236[L]}}
{{#lst:{{BASEPAGENAME}}/Data|236[L]}}
{{#lst:{{BASEPAGENAME}}/Data|236[L] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236[L] Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=236[M]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236[M]}}
{{#lst:{{BASEPAGENAME}}/Data|236[M]}}
{{#lst:{{BASEPAGENAME}}/Data|236[M] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236[M] Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=236[H]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236[H]}}
{{#lst:{{BASEPAGENAME}}/Data|236[H]}}
{{#lst:{{BASEPAGENAME}}/Data|236[H] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236[H] Extra}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Rising Sword|[[File:GBVS_Djeeta_RisingSword.png|200x200px]]}}
{{AttackVersion|name={{Tt|Rising Sword|[[File:GBVS_Djeeta_RisingSword.png|200x200px]]}}|subtitle=623L/M/H|rowspan=6}}
|-
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Vorpal Blade|[[File:GBVS_Djeeta_VorpalBlade.png|200x200px]]}}
{{AttackVersion|name={{Tt|Vorpal Blade|[[File:GBVS_Djeeta_VorpalBlade.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
|-
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
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}}
}}
|-
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{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=214X > 214X|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214X214X}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214X214X Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 2
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name={{Tt|L/M Vorpal Blade Followup|[[File:GBVS_Djeeta_VorpalBladeEnder.png|200x200px]]}}|subtitle=214L/M > 214L/M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214X214X}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214X214X Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Clash level: 2
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=214H > 214H|rowspan=2}}
{{AttackVersion|name={{Tt|H Vorpal Blade Followup|[[File:GBVS_Djeeta_VorpalBladeEnder.png|200x200px]]}}|subtitle=214H > 214H > 214H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=214H > 214H > 214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H214H214H Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Eternal Ascendancy|[[File:GBVS_Djeeta_EternalAscendancyStartup.png|200x200px]]}}
{{AttackVersion|name={{Tt|Eternal Ascendancy|[[File:GBVS_Djeeta_EternalAscendancyStartup.png|200x200px]]}} |subtitle=236236H|rowspan=2}}
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Skyfall|[[File:GBVS_Djeeta_SkyfallStartup.png|200x200px]]}}
{{AttackVersion|name={{Tt|Skyfall|[[File:GBVS_Djeeta_SkyfallStartup.png|200x200px]]}} |subtitle=236236U|rowspan=2}}
|-
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}

Revision as of 04:53, 19 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 Djeeta cl5L.png


c.MGBVS Djeeta cl5M.png


c.HGBVS Djeeta cl5H.png


Auto Combo 1GBVS Djeeta clXX.png
c.XX


Auto Combo 2GBVS Djeeta clXXX.png
c.XXX


f.LGBVS Djeeta f5L.png


f.MGBVS Djeeta f5M.png


f.HGBVS Djeeta f5H.png


2LGBVS Djeeta 2L.png


2MGBVS Djeeta 2M.png


2HGBVS Djeeta 2H.png


2UGBVS Djeeta 2U.png


j.LGBVS Djeeta jL.png


j.MGBVS Djeeta jM.png


j.HGBVS Djeeta jH.png


j.UGBVS Djeeta 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
Overdrive SurgeGBVS Djeeta 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 Djeeta 6Throw.png


Air ThrowGBVS Djeeta Airthrow.png


Overhead AttackGBVS Djeeta 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
ReginleivFile:GBVS Djeeta Reginleiv.png
236L/M/H


  • Damage (Easy): 700
  • Damage (Easy): 700
  • Damage (Easy): 300*3
Reginleiv: RecidiveFile:GBVS Djeeta Reginleiv Recidive.png
236[L]/[M]/[H]


  • Damage reduces to 800 if it clashes once
  • Damage (Easy): 800, after clash: 700
  • Damage reduces to 800 if it clashes once
  • Damage (Easy): 800, after clash: 700
  • Damage (Easy): 250, 350*3
Rising SwordFile:GBVS Djeeta RisingSword.png
623L/M/H


  • Clash level: 10 (Easy), 14 (Technical)
  • Clash level: 10 (Easy), 16 (Technical)
  • Clash level: 10 (Easy), 18 (Technical)
  • First part does 3 hits, second part does 3~6 hits. Both parts can only land a max total of 6 hits.
Vorpal BladeFile:GBVS Djeeta VorpalBlade.png
214L/M/H


  • Clash level: 2
  • Clash level: 2
L/M Vorpal Blade FollowupFile:GBVS Djeeta VorpalBladeEnder.png
214L/M > 214L/M


  • Clash level: 2
H Vorpal Blade FollowupFile:GBVS Djeeta VorpalBladeEnder.png
214H > 214H > 214H


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
Eternal AscendancyFile:GBVS Djeeta EternalAscendancyStartup.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
  • Damage (Easy): 3500→2500
SkyfallFile:GBVS Djeeta SkyfallStartup.png
236236U


  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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