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{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 20F. Easy input cooldown 200F | *Cooldown 20F. Easy input cooldown 200F | ||
*Damage (Easy): 300 | |||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 20F. Easy input cooldown 200F | *Cooldown 20F. Easy input cooldown 200F | ||
*Damage (Easy): 300 | |||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 480F. Easy input cooldown 600F | *Cooldown 480F. Easy input cooldown 600F | ||
*Damage (Easy): 300 | |||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 20F. Easy input cooldown 200F | *Cooldown 20F. Easy input cooldown 200F | ||
*First hit that lands always does 700 | |||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 20F. Easy input cooldown 200F | *Cooldown 20F. Easy input cooldown 200F | ||
*First hit that lands always does 550 | |||
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{{ColumnList |text= | {{ColumnList |text= | ||
*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= | {{Description|14|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 172-207F. Easy input cooldown 202-237F | *Cooldown 172-207F. Easy input cooldown 202-237F. Cooldown starts when Geegee is done discharging | ||
*Damage (Easy): 400, 150*5 | |||
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{{Description|14|text= | {{Description|14|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 185-220F. Easy input cooldown 215-250F | *Cooldown 185-220F. Easy input cooldown 215-250F. Cooldown starts when Geegee is done discharging | ||
*Damage (Easy): 400, 150*5 | |||
}} | }} | ||
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{{Description|14|text= | {{Description|14|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Cooldown 584-696F. Easy input cooldown 704-816F | *Cooldown 584-696F. Easy input cooldown 704-816F. Cooldown starts when Geegee is done discharging | ||
*Damage (Easy): 150*5 | |||
}} | }} | ||
}} | }} |
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 | ||||||
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c.L | |||||||||||||
c.M | |||||||||||||
c.H | |||||||||||||
Auto Combo 1 c.XX | |||||||||||||
Auto Combo 2 c.XXX | |||||||||||||
f.L | |||||||||||||
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f.M | |||||||||||||
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f.H | |||||||||||||
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2L | |||||||||||||
2M | |||||||||||||
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2H | |||||||||||||
2U | |||||||||||||
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j.L | |||||||||||||
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j.M | |||||||||||||
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j.H | |||||||||||||
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Unique Action
Universal Mechanics
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 | |||||||||||
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Gespenst | ||||||||||||||||||
236L | ||||||||||||||||||
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236M | ||||||||||||||||||
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236H | ||||||||||||||||||
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Whip It Good | ||||||||||||||||||
236L > X | ||||||||||||||||||
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236M > X | ||||||||||||||||||
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236H > X | ||||||||||||||||||
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Heel | ||||||||||||||||||
236L > 4X | ||||||||||||||||||
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236M > 4X | ||||||||||||||||||
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236H > 4X | ||||||||||||||||||
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Beppo, Sic 'Em! | ||||||||||||||||||
623L | ||||||||||||||||||
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623M | ||||||||||||||||||
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623H | ||||||||||||||||||
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Trombe | ||||||||||||||||||
214L | ||||||||||||||||||
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214M | ||||||||||||||||||
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214H | ||||||||||||||||||
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Geegee, Get 'Em! | ||||||||||||||||||
22L | ||||||||||||||||||
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22M | ||||||||||||||||||
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22H | ||||||||||||||||||
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Skybound Art
Sources
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.Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •