GBVS/Gran/Frame Data: Difference between revisions

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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Power Surge|[[File:GBVS_Gran_PowerRaise.png|200x200px]]}}
! colspan=19 style="background: white;"|
|-
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=|subtitle=5U|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
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}}
}}
|-
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{{AttackVersion|name=5U Cancel|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Cancel|[[File:GBVS_Gran_PowerRaise.png|200x200px]]}}|subtitle=5U > L/M/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U Cancel}}
{{#lst:{{BASEPAGENAME}}/Data|5U Cancel}}
{{#lst:{{BASEPAGENAME}}/Data|5U Cancel Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U Cancel Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Reginleiv|[[File:GBVS_Gran_Reginleiv.png|200x200px]]}}
{{AttackVersion|name={{Tt|Reginleiv|[[File:GBVS_Gran_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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}}
}}
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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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}}
}}
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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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}}
}}
|-
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! colspan=19 style="background: white;"|{{Tt|Rising Sword|[[File:GBVS_Gran_RagingSword.png|200x200px]]}}
{{AttackVersion|name={{Tt|Rising Sword|[[File:GBVS_Gran_RagingSword.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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}}
}}
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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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}}
}}
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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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}}
|-
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! colspan=19 style="background: white;"|{{Tt|Overdrive Surge|[[File:GBVS_Gran_Overdrive_Surge.png|200x200px|214L]]<br/>214L<hr>[[File:GBVS_Gran_Overdrive_Surge_Followup.png|200x200px]]<br/>214M/H}}
{{AttackVersion|name={{Tt|Overdrive Surge|[[File:GBVS_Gran_Overdrive_Surge.png|200x200px]]<br/>214L<hr>[[File:GBVS_Gran_Overdrive_Surge_Followup.png|200x200px]]<br/>214M/H}}|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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}}
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{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|{{Tt|Tempest Blade|[[File:GBVS_Gran_TempestBlade.png|200x200px]]<hr>[[File:GBVS_Gran_TempestBlade2.png|200x200px]]}}
{{AttackVersion|name={{Tt|Tempest Blade|[[File:GBVS_Gran_TempestBlade.png|200x200px]]<hr>[[File:GBVS_Gran_TempestBlade2.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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}}
|-
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! colspan=19 style="background: white;"|{{Tt|Catastrophe|[[File:GBVS_Gran_CatastropheStartup.png|200x200px]]<hr>[[File:GBVS_Gran_Catastrophe2.png|200x200px]]}}
{{AttackVersion|name={{Tt|Catastrophe|[[File:GBVS_Gran_CatastropheStartup.png|200x200px]]<hr>[[File:GBVS_Gran_Catastrophe2.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 05:06, 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 Gran cL.png


c.MGBVS Gran cM.png


c.HGBVS Gran cH.png


Auto Combo 1GBVS Gran cXX.png
c.XX


Auto Combo 2GBVS Gran cXXX.png
c.XXX


f.LGBVS Gran fL.png


f.MGBVS Gran fM.png


f.HGBVS Gran fH.png


2LGBVS Gran 2L.png


2MGBVS Gran 2M.png


2HGBVS Gran 2H.png


2UGBVS Gran 2U.png


j.LGBVS Gran jL.png


j.MGBVS Gran jM.png


j.HGBVS Gran jH.png


j.UGBVS Gran 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

5U


  • Damage for Grans Unique Attack increases with each level he gains.
  • At the 5th level, the attack gains invuln.
CancelFile:GBVS Gran PowerRaise.png
5U > L/M/H


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 Gran Throw.png


Air ThrowGBVS Gran AirThrow.png


Overhead AttackGBVS Gran OverheadAttack.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 Gran Reginleiv.png
236L/M/H


  • Cooldown 32-105F. Easy input cooldown 52-125F
  • Damage (Easy): 700
  • Cooldown 58-118F. Easy input cooldown 78-138F
  • Damage (Easy): 300, 700
  • Cooldown 516-575F. Easy input cooldown 536-695F
  • Damage (Easy): 300*3
Rising SwordFile:GBVS Gran RagingSword.png
623L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
  • Cooldown 480F. Easy input cooldown 600F
  • 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.
Overdrive SurgeFile:GBVS Gran Overdrive Surge.png
214L
File:GBVS Gran Overdrive Surge Followup.png
214M/H

214L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F

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
Tempest BladeFile:GBVS Gran TempestBlade.png
File:GBVS Gran TempestBlade2.png

236236H


  • Clash level: 20 (Easy), 25 (Technical)
CatastropheFile:GBVS Gran CatastropheStartup.png
File:GBVS Gran Catastrophe2.png

236236U


Sources

Navigation

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