GBVS/Eustace/Frame Data: Difference between revisions

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<center>{{Character Label|GBVS|Eustace|58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
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<div style="float:left; margin-right:25px;">
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{{TOC limit|3}}
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==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{FrameDataGlossary-GBVS}}
<br style="clear:both;"/>
 
==System Data==


{{#cargo_query:tables=gbvsCharacters
{{#cargo_query:tables=gbvsCharacters
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|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|format=dynamic table|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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|fields=input,name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|fields=input,name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
|format=dynamic table|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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|fields=input,name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|fields=input,name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|format=dynamic table|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}
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|fields=name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|fields=name,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,level,invuln,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
|format=dynamic table|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
}}
}}


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Eustace|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}}
{{#lst:GBVS/Navigation}}

Revision as of 06:30, 13 March 2022

 Eustace

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
Eustace 10,000 4f 22f Close Combat

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 7 3 13 -1 +3 2
c.H 1200 Mid 9 5 17 -3 +1 4
c.XX 350 Mid 9 3 15 -3 +1 2
c.XXX 350 Mid 12 3 18 -4 0 3
f.L 400 Mid 6 3 13 -3 +1 1
f.M 700 Mid 8 3 18 -6 -2 2
f.H 1000 Mid 9 3 23 -9 -5 3
f.HH 500 Mid 4 6 20 -9 [+5] KD[HKD] 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 3 15 -3 +1 2
2H 1000 Mid 10 5 23 -12 -8 3
2HH 500 Mid 2 8 23 -12[+2] KD[HKD] 3
2U 700 Low 10 6 20 -11 HKD 2
j.L 400 High 5 Until L 0 1
j.M 600 High 7 7 2
j.H 800 High 8 6 2
j.U 800 Mid 15 6 Until L+7 -16[0] KD[HKD] 2

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 Stay Tonight 700 Mid 19 3 20 -6 -2 3
5UU Followup 500(800) Mid 5~23 (24) 3 20 -6[+8] [HKD] 2

Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
[4]6L L Flamek Thunder 800 All 13~24 Total 45~56 -6[+9] -4[HKD]
[4]6M M Flamek Thunder 800 All 15~26 Total 45~56 -6[+9] -4[HKD]
[4]6H H Flamek Thunder 300,300,400 All 13~24 Total 45~56 +3[+20] +7[HKD]
[4]6[L] L Flamek Thunder (Charged) 1000 All 25 Total 52 -1[+16] +3[HKD]
[4]6[M] M Flamek Thunder (Charged) 1000 All 27 Total 60 -7[+10] KD[HKD]
[4]6[H] H Flamek Thunder (Charged) 1200 All 25~45 Total 50~70 +7[+18] HKD[HKD]
[2]8L L Slow Kill 500 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8M M Slow Kill 500 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8H H Slow Kill 500×2 All 13~23 Total 39~50 -2[+15] HKD[HKD]
[2]8[L] L Slow Kill (Charged) 300×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[M] M Slow Kill (Charged) 300×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[H] H Slow Kill (Charged) 300×4 All 24 Total 51 +11[+25] HKD[HKD]
214L L Close Combat Total 40
214M M Close Combat 500 Mid 18~27 6 16 -7 -3 3
214H H Close Combat 500 Mid 15~26 6 16 -7 -3 3
214X > L Stunlight 700 Mid 13 3 15(14) -3(-2)[+13(+14)] +1(+2)[HKD] 4
214X > M Takedown 800 Low 9 9 15 -9 KD(HKD) 2
214X > H Assault Knife 800/1000 All (Mid) 7 3,17(3,3,3,3,3,3,2) 27 -27(-22) KD(HKD) 1-8 All (1~26 All)
214X > U Spreadshot 400×3 All 27 Total 65 +1[+18] +5[HKD] 14~28 All
214X > G Brake Total 16
623L L Rat Race 200,600 Mid 28 53,2 Total 53 -4 0
623M M Rat Race 200,600 Mid 24 Total 46 -4 0
623H H Rat Race 400,400 Mid 21 Total 47 +2 +6

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Acidrage Howl 3200 Mid 13~22 3 36 -19 HKD 4 1~15 All
236236U Dead End Fall 4468 Mid 13 Total 121 -27 HKD 4 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[HKD]
Air Throw 1500 Throw 5 5 Until L+6 HKD[HKD]
Overhead Attack 1000 High 26 6 17 -4 [+8] +1[HKD] 5

Navigation

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