GBVS/Eustace/Frame Data

From Dustloop Wiki
< GBVS‎ | Eustace
Revision as of 01:17, 17 January 2022 by Shtkn (talk | contribs)
Jump to navigation Jump to search

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.


System Data

name icon health prejump backdash Unique Movement Options
Eustace
GBVS_Eustace_Icon.png
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
2H 1000 Mid 10 6 23 -12 -8 3
2HH 500 Mid 2 8 23 -11[+3] KD[HKD] 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 3 15 -3 +1 2
2U 700 Low 10 6 20 -11 HKD 2
c.H 1200 Mid 9 5 17 -3 +1 4
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 7 3 13 -1 +3 2
c.XX 350 Mid 9 3 15 -3 +1 2
c.XXX 350 Mid 12 3 18 -4 0 3
f.H 1000 Mid 10 3 23 -9 -5 3
f.HH Mid 4 6 20 -9 [+5] -5 [HKD] 3
f.L 400 Mid 6 3 13 -3 +1 1
f.M 700 Mid 8 3 18 -6 -2 2
j.H 800 High 8 6 2
j.L 400 High 5 1
j.M 600 High 7 7 2
j.U 800 Mid 15 6 7 (After Landing) -16[-2] 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 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
214H Close Combat 500 Mid 15~ -7 -3
214L Close Combat
214M Close Combat 500 Mid 18~ -7 -3
214XG Brake
214XH Assault Knife 800/1000 -27/-22 KD/HKD
214XL Stunlight 700 -3/-2[+13/+14] +1/+2[HKD]
214XM Takedown 800 -9 KD/HKD
214XU Spreadshot 400*x +1[+18] +4[HKD] through startup
623H Rat Race 400,400 Mid 21 +2 +6
623L Rat Race 200,600 Mid 28 -4 0
623M Rat Race 200,600 Mid 28 -4 0
[2]8H Slow Kill 500×2 Mid 13 -2[+15] HKD[HKD]
[2]8L Slow Kill 500 Mid 15 -7[+10] -3[HKD]
[2]8M Slow Kill 500 Mid 15 -7[+10] -3[HKD]
[2]8[H] Slow Kill 300×4 Mid 25 +11 HKD
[2]8[L] Slow Kill 300×2 Mid 27 +9 +13
[2]8[M] Slow Kill 300×2 Mid 27 +9 +13
[4]6H Flamek Thunder 300,300,400 Mid 13 +3[+20] +7[HKD]
[4]6L Flamek Thunder 800 Mid 13 -8[+9] -4[HKD]
[4]6M Flamek Thunder 800 Mid 15 -8[+9] -4[HKD]
[4]6[H] Flamek Thunder 1200 Mid +4[+15] HKD[HKD]
[4]6[L] Flamek Thunder 1000 Mid -7[+10] -3[HKD]
[4]6[M] Flamek Thunder 1000 Mid -7[+10] KD[HKD]

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 HKD 4
236236U Dead End Fall 4468 Mid HKD 4

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Air Throw 1500 Throw 5 HKD[HKD]
Ground Throw 1500 Throw 7 HKD[HKD]
Overhead Attack 1000 High 26 -4 +1


Navigation

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