GBVS/Ladiva/Frame Data: Difference between revisions

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< GBVS‎ | Ladiva
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.L|[[File:GBVS_Ladiva_cL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.M|[[File:GBVS_Ladiva_cM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.H|[[File:GBVS_Ladiva_cH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 1|[[File:GBVS_Ladiva_cXX.png|200x200px]]}}|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 2|[[File:GBVS_Ladiva_cXXX.png|200x200px]]}}|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.L|[[File:GBVS_Ladiva_fL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.M|[[File:GBVS_Ladiva_fM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.H|[[File:GBVS_Ladiva_fH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2L|[[File:GBVS_Ladiva_2L.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2M|[[File:GBVS_Ladiva_2M.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2H|[[File:GBVS_Ladiva_2H.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2U|[[File:GBVS_Ladiva_2U.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.L|[[File:GBVS_Ladiva_jL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.M|[[File:GBVS_Ladiva_jM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.H|[[File:GBVS_Ladiva_jH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.U|[[File:GBVS_Ladiva_jU.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|Love Grapple
! colspan=19 style="background: white;"|{{Tt|Love Grapple|[[File:GBVS_Ladiva_Love_Grapple.png|200x200px]]}}
|-
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|Hurl
! colspan=19 style="background: white;"|{{Tt|Hurl|[[File:GBVS_Ladiva_Hurl.png|200x200px]]}}
|-
|-
{{AttackVersion|name=5U > L|subtitle=|rowspan=2}}
{{AttackVersion|name=5U > L|subtitle=|rowspan=2}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Ground Throw|[[File:GBVS_Ladiva_Throw.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Air Throw|[[File:GBVS_Ladiva_AirThrow.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Overhead Attack |[[File:GBVS_Ladiva_OverheadAttack.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|Headbutt of Love
! colspan=19 style="background: white;"|{{Tt|Headbutt of Love|[[File:GBVS_Ladiva_Headbutt_Of_Love.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|Devoted Body Slam
! colspan=19 style="background: white;"|{{Tt|Devoted Body Slam|[[File:GBVS_Ladiva_Devoted_Body_Slam2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Devoted_Body_Slam.png|200x200px]]}}
|-
|-
{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|Elegant Lariat
! colspan=19 style="background: white;"|{{Tt|Elegant Lariat|[[File:GBVS_Ladiva_Elegant_Lariat.png|200x200px]]}}
|-
|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|Jewel Resort Screwdriver
! colspan=19 style="background: white;"|{{Tt|Jewel Resort Screwdriver|[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver.png|200x200px]]}}
|-
|-
{{AttackVersion|name=360L|rowspan=2}}
{{AttackVersion|name=360L|rowspan=2}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|Leg Drop of Adoration
! colspan=19 style="background: white;"|{{Tt|Leg Drop of Adoration|[[File:GBVS_Ladiva_Leg Drop_Of_Adoration2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Leg Drop_Of_Adoration.png|200x200px]]}}
|-
|-
{{AttackVersion|name=j.360L|rowspan=2}}
{{AttackVersion|name=j.360L|rowspan=2}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|Maximum Love Bomb
! colspan=19 style="background: white;"|{{Tt|Maximum Love Bomb|[[File:GBVS_Ladiva_Maximum_Love_Bomb.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236236H |subtitle=Strike|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=Strike|rowspan=2}}
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}}
}}
|-
|-
! colspan=19 style="background: white;"|The Shape of Love
! colspan=19 style="background: white;"|{{Tt|The Shape of Love|[[File:GBVS_Ladiva_The_Shape_Of_Love.png|200x200px]]}}
|-
|-
{{AttackVersion|name=720U |subtitle=|rowspan=2}}
{{AttackVersion|name=720U |subtitle=|rowspan=2}}

Revision as of 07:28, 13 April 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 Ladiva cL.png


c.MGBVS Ladiva cM.png


c.HGBVS Ladiva cH.png


Auto Combo 1GBVS Ladiva cXX.png
c.XX


Auto Combo 2GBVS Ladiva cXXX.png
c.XXX


f.LGBVS Ladiva fL.png


f.MGBVS Ladiva fM.png


f.HGBVS Ladiva fH.png


2LGBVS Ladiva 2L.png


2MGBVS Ladiva 2M.png


2HGBVS Ladiva 2H.png


2UGBVS Ladiva 2U.png


j.LGBVS Ladiva jL.png


j.MGBVS Ladiva jM.png


j.HGBVS Ladiva jH.png


  • Clash level: 2
j.UGBVS Ladiva jU.png


  • Clash level: 2

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
Love GrappleFile:GBVS Ladiva Love Grapple.png
5U


HurlFile:GBVS Ladiva Hurl.png
5U > L


5U > M


5U > 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 Ladiva Throw.png


Air ThrowGBVS Ladiva AirThrow.png


Overhead Attack GBVS Ladiva 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
Headbutt of LoveFile:GBVS Ladiva Headbutt Of Love.png
236L


  • Cooldown 20F. Easy input cooldown 200F
236M


  • Cooldown 20F. Easy input cooldown 200F
236H


  • Cooldown 480F. Easy input cooldown 600F
236H 6H


236H 6HH


Devoted Body SlamFile:GBVS Ladiva Devoted Body Slam2.png
File:GBVS Ladiva Devoted Body Slam.png
623L


  • Cooldown 20F. Easy input cooldown 200F
623M


  • Cooldown 20F. Easy input cooldown 200F
623H


  • Cooldown 480F. Easy input cooldown 600F
Elegant LariatFile:GBVS Ladiva Elegant Lariat.png
214L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Jewel Resort ScrewdriverFile:GBVS Ladiva Jewel Resort Screwdriver2.png
File:GBVS Ladiva Jewel Resort Screwdriver.png
360L


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
360M


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
360H


  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500
Leg Drop of AdorationFile:GBVS Ladiva Leg Drop Of Adoration2.png
File:GBVS Ladiva Leg Drop Of Adoration.png
j.360L


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
j.360M


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
j.360H


  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500

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
Maximum Love BombFile:GBVS Ladiva Maximum Love Bomb.png
236236H
Strike


  • Clash level: 20 (Easy), 25 (Technical)
214214H
Throw


  • Damage (Easy): 3000
The Shape of LoveFile:GBVS Ladiva The Shape Of Love.png
720U


  • Damage (Easy): 4000

Sources

Navigation

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