GBVS/Ladiva/Frame Data: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Ladiva
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
{{AttackVersion|name={{Tt|Headbutt of Love|[[File:GBVS_Ladiva_Headbutt_Of_Love.png|200x200px]]}}|subtitle=236L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Headbutt of Love|[[File:GBVS_Ladiva_Headbutt_Of_Love.png|200x200px]]}}|subtitle=236L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Easy input cooldown: 200F (L/M) 600F (H)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=H Headbutt Followups|subtitle=236H > 6H/236H > 6HH|rowspan=3}}
{{AttackVersion|name=H Headbutt Followups|subtitle=236H > 6H<br/>236H > 6HH|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H Extra}}
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}}
}}
|-
|-
{{AttackVersion|name={{Tt|Devoted Body Slam|[[File:GBVS_Ladiva_Devoted_Body_Slam2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Devoted_Body_Slam.png|200x200px]]}}|subtitle=623L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Devoted Body Slam|[[File:GBVS_Ladiva_Devoted_Body_Slam2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Devoted_Body_Slam.png|200x200px]]}}|subtitle=623L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Easy input cooldown: 200F (L/M) 600F (H)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Elegant Lariat|[[File:GBVS_Ladiva_Elegant_Lariat.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Elegant Lariat|[[File:GBVS_Ladiva_Elegant_Lariat.png|200x200px]]}}|subtitle=214L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 2
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 2
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Clash level: 3
*Easy input cooldown: 200F (L/M) 600F (H)
*Clash level: 2 (L/M) 3 (H)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Jewel Resort Screwdriver|[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver.png|200x200px]]}}|subtitle=360L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Jewel Resort Screwdriver|[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver.png|200x200px]]}}|subtitle=360L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|360L}}
{{#lst:{{BASEPAGENAME}}/Data|360L}}
{{#lst:{{BASEPAGENAME}}/Data|360L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|360L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Damage (Easy): 1500
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|360M}}
{{#lst:{{BASEPAGENAME}}/Data|360M}}
{{#lst:{{BASEPAGENAME}}/Data|360M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|360M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Damage (Easy): 2000
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|360H}}
{{#lst:{{BASEPAGENAME}}/Data|360H}}
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{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Damage (Easy): 2500
*Easy input cooldown: 200F (L/M) 600F (H)
*Easy input damage: 1500 (L) 2000 (M) 2500 (H)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Leg Drop of Adoration|[[File:GBVS_Ladiva_Leg Drop_Of_Adoration2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Leg Drop_Of_Adoration.png|200x200px]]}}|subtitle=j.360L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Leg Drop of Adoration|[[File:GBVS_Ladiva_Leg Drop_Of_Adoration2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Leg Drop_Of_Adoration.png|200x200px]]}}|subtitle=j.360L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Damage (Easy): 1500
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|j.360M}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Damage (Easy): 2000
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|j.360H}}
{{#lst:{{BASEPAGENAME}}/Data|j.360H}}
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{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown 480F. Easy input cooldown 600F
*Damage (Easy): 2500
*Easy input cooldown: 200F (L/M) 600F (H)
*Easy input damage: 1500 (L) 2000 (M) 2500 (H)
*Easy input damage: 1500 (L) 2000 (M) 2500 (H)
}}
}}
}}
}}

Revision as of 21:48, 22 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 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/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 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/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
H Headbutt Followups
236H > 6H
236H > 6HH


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

623L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
Elegant LariatFile:GBVS Ladiva Elegant Lariat.png
214L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 2 (L/M) 3 (H)
Jewel Resort ScrewdriverFile:GBVS Ladiva Jewel Resort Screwdriver2.png
File:GBVS Ladiva Jewel Resort Screwdriver.png

360L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Easy input damage: 1500 (L) 2000 (M) 2500 (H)
Leg Drop of AdorationFile:GBVS Ladiva Leg Drop Of Adoration2.png
File:GBVS Ladiva Leg Drop Of Adoration.png

j.360L/M/H


  • Cooldown 480F. Easy input cooldown 600F
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Easy input damage: 1500 (L) 2000 (M) 2500 (H)
  • Easy input damage: 1500 (L) 2000 (M) 2500 (H)

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)
Maximum Love BombFile:GBVS Ladiva Maximum Love Bomb.png
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.