GBVS/Ferry/Frame Data: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Ferry
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*Cooldown 20F. Easy input cooldown 200F
*Cooldown 20F. Easy input cooldown 200F
*Damage (Easy): 300
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*Cooldown 20F. Easy input cooldown 200F
*Cooldown 20F. Easy input cooldown 200F
*Damage (Easy): 300
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*Cooldown 480F. Easy input cooldown 600F
*Cooldown 480F. Easy input cooldown 600F
*Damage (Easy): 300
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*Cooldown 20F. Easy input cooldown 200F
*Cooldown 20F. Easy input cooldown 200F
*First hit that lands always does 700
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*Cooldown 20F. Easy input cooldown 200F
*Cooldown 20F. Easy input cooldown 200F
*First hit that lands always does 550
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*Cooldown 480F. Easy input cooldown 600F
*Cooldown 480F. Easy input cooldown 600F
*First hit that lands always does 550
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{{Description|14|text=
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*Cooldown 172-207F. Easy input cooldown 202-237F
*Cooldown 172-207F. Easy input cooldown 202-237F. Cooldown starts when Geegee is done discharging
*Cooldown starts when Geegee is done dsicharging
*Damage (Easy): 400, 150*5
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*Cooldown 185-220F. Easy input cooldown 215-250F
*Cooldown 185-220F. Easy input cooldown 215-250F. Cooldown starts when Geegee is done discharging
*Cooldown starts when Geegee is done dsicharging
*Damage (Easy): 400, 150*5
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*Cooldown 584-696F. Easy input cooldown 704-816F
*Cooldown 584-696F. Easy input cooldown 704-816F. Cooldown starts when Geegee is done discharging
*Cooldown starts when Geegee is done dsicharging
*Damage (Easy): 150*5
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Revision as of 17:45, 12 May 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
  • Clash level: 1
f.M
  • Clash level: 1
f.H
  • Clash level: 2
2L
2M
  • Clash level: 1
2H
2U
  • Clash level: 1
j.L
  • Clash level: 1
j.M
  • Clash level: 1
j.H
  • Clash level: 2

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
Ein Ball
5U
Spectral Dive
j.U
  • Can control direction by pressing j.2U, j.4U, j.6U
  • Clash level: 1

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
Gespenst
236L
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300
236M
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300
236H
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 300
Whip It Good
236L > X
236M > X
236H > X
Heel
236L > 4X
236M > 4X
236H > 4X
Beppo, Sic 'Em!
623L
  • Cooldown 20F. Easy input cooldown 200F
623M
  • Cooldown 20F. Easy input cooldown 200F
623H
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Trombe
214L
  • Cooldown 20F. Easy input cooldown 200F
  • First hit that lands always does 700
214M
  • Cooldown 20F. Easy input cooldown 200F
  • First hit that lands always does 550
214H
  • Cooldown 480F. Easy input cooldown 600F
  • First hit that lands always does 550
Geegee, Get 'Em!
22L
  • Cooldown 172-207F. Easy input cooldown 202-237F. Cooldown starts when Geegee is done discharging
  • Damage (Easy): 400, 150*5
22M
  • Cooldown 185-220F. Easy input cooldown 215-250F. Cooldown starts when Geegee is done discharging
  • Damage (Easy): 400, 150*5
22H
  • Cooldown 584-696F. Easy input cooldown 704-816F. Cooldown starts when Geegee is done discharging
  • Damage (Easy): 150*5

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
Vergiften
236236H
  • Clash level: 8
Hinrichten
214214H
Aetheryte Requiescat
236236U
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

To edit frame data, edit values in GBVS/Ferry/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.