GBVS/Ladiva/Frame Data

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< GBVS‎ | Ladiva
Revision as of 06:16, 16 January 2022 by Shtkn (talk | contribs)

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name health prejump backdash Unique Movement Options
Ladiva 11,000 5f 22f

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 6 3 6 +2 +6 0
c.M 800 Mid 7 1 14 0 +4 2
c.H 1200 Mid 12 6 15 -2 +2 4
c.XX 400 Mid 9 3 15 -3 +1 2
c.XXX 400 Mid 12 3 18 -4 0 3
f.L 400 Mid 6 3 8 +2 +6 1
f.M 700 Mid 8 3 18 -6 -2 2
f.H 1100 Mid 13 6 17 -6 -2 3
2L 400 Mid 6 3 6 +2 +6 0
2M 700 Low 8 5 12 -2 +2 2
2H 600+500 Mid 11 2,2 23 -8 -4 3
2U 900 Low 7 6 28 -19 HKD 3
j.L 500 High/Air 5 6 Until L 1
j.M 700 High/Air 7 10 Until L 2
j.H 900 High/Air 11 8 Until L 3
j.U 800 High/Air 12 16 Until L 3

Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Love Grapple 1000 Throw 31-40 3 32 HKD 0, 4
5U > L Hurl 1000 0, 4
5U > M Hurl 1000 0, 4
5U > H Hurl 1000 0, 4

Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L L Headbutt of Love 1000 Mid 18 3 14 -2 +3 2
236M M Headbutt of Love 1200 Mid 28 6 11 +2 +7 4
236H H Headbutt of Love (1) 500 Mid 18 6 11 +2 +13 4
236H > 6H H Headbutt of Love (2) 700 Mid 17 6 13 0 +10 4
236H > 6HH H Headbutt of Love (3) 1000 Mid 17 6 15 -2 KD 4
214L L Elegant Lariat 1200 [1300] Mid 18 [13] 6 21 +5 KD 4
214M M Elegant Lariat 1500 [1600] Mid 35 [28] 6 18 +6 KD 4
214H H Elegant Lariat 1300 [1400] Mid 18 [16] 6 21 +5 HKD 4
623L L Devoted Body Slam 1500 Airthrow 7 5 22 KD 0, 4
623M M Devoted Body Slam 2000 Airthrow 12 5 22 KD 0, 4
623H H Devoted Body Slam 2500 Airthrow 10 5 22 KD 0, 4
360L L Jewel Resort Screwdriver 2000 Throw 6 3 38 HKD HKD 0, 4
360M M Jewel Resort Screwdriver 2500 Throw 9 3 38 HKD HKD 0, 4
360H H Jewel Resort Screwdriver 3000 Throw 6 3 38 HKD HKD 0, 4
j.360L L Leg Drop of Adoration 2000 Airthrow 7 3 Until L+16 HKD HKD 0, 4
j.360M M Leg Drop of Adoration 2500 Airthrow 9 3 Until L+16 HKD HKD 0, 4
j.360H H Leg Drop of Adoration 3000 Airthrow 4 3 Until L+16 HKD HKD 0, 4

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Maximum Love Bomb 3600→3300 Mid 7+8 6 24 -11 HKD 4 1~7 All, 8~12 Projectile
214214H Maximum Love Bomb 4000 Throw 9+0 2 39 HKD HKD 0, 4 1~10 All
720U The Shape of Love 5000 Throw 9+0 2 39 HKD HKD 0 1~10 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 0, 4
Air Throw 1500 Throw 5 5 Until L+6 HKD 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4 4-34 Throw
12-31 Low
9-33 Airborne

Navigation

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