GBVS/Lancelot/Frame Data: Difference between revisions

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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L|subtitle=|rowspan=2}}
{{AttackVersion|name=5L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U Full}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
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{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=19 style="background: white;"|Wirbelwind
! colspan=19 style="background: white;"|Wirbelwind
|-
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=5U > 5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U > 5U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U 5U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U 5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U 5U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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}}
}}
{{AttackVersion|name=5U > 6U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U > 6U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U 6U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U 6U}}
{{#lst:{{BASEPAGENAME}}/Data|5U 6U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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}}
}}
{{AttackVersion|name=5U > 4U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U > 4U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U 4U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U 4U}}
{{#lst:{{BASEPAGENAME}}/Data|5U 4U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=5U > 2U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U > 2U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U 2U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U 2U}}
{{#lst:{{BASEPAGENAME}}/Data|5U 2U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH Full}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=19 style="background: white;"|Wogenstrom
! colspan=19 style="background: white;"|Wogenstrom
|-
|-
{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=236M|rowspan=2}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=236H|rowspan=2}}
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=66L|rowspan=2}}
{{AttackVersion|name=66L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|66L Full}}
{{#lst:{{BASEPAGENAME}}/Data|66L}}
{{#lst:{{BASEPAGENAME}}/Data|66L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=66M|rowspan=2}}
{{AttackVersion|name=66M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|66M Full}}
{{#lst:{{BASEPAGENAME}}/Data|66M}}
{{#lst:{{BASEPAGENAME}}/Data|66M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=66H|rowspan=2}}
{{AttackVersion|name=66H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|66H Full}}
{{#lst:{{BASEPAGENAME}}/Data|66H}}
{{#lst:{{BASEPAGENAME}}/Data|66H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=214L 4L|rowspan=2}}
{{AttackVersion|name=214L 4L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L 4L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L 4L}}
{{#lst:{{BASEPAGENAME}}/Data|214L 4L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=214L 4LL|rowspan=2}}
{{AttackVersion|name=214L 4LL|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L 4LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L 4LL}}
{{#lst:{{BASEPAGENAME}}/Data|214L 4LL Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=214M|rowspan=2}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214M 4M|rowspan=2}}
{{AttackVersion|name=214M 4M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M 4M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M 4M}}
{{#lst:{{BASEPAGENAME}}/Data|214M 4M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=214M 4MM|rowspan=2}}
{{AttackVersion|name=214M 4MM|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M 4MM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M 4MM}}
{{#lst:{{BASEPAGENAME}}/Data|214M 4MM Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=214H 4HHH|rowspan=2}}
{{AttackVersion|name=214H 4HHH|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H 4HHH Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H 4HHH}}
{{#lst:{{BASEPAGENAME}}/Data|214H 4HHH Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=214H 4HHHH|rowspan=2}}
{{AttackVersion|name=214H 4HHHH|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H 4HHHH Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H 4HHHH}}
{{#lst:{{BASEPAGENAME}}/Data|214H 4HHHH Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22L Full}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=22M|rowspan=2}}
{{AttackVersion|name=22M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22M Full}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=22H|rowspan=2}}
{{AttackVersion|name=22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22H Full}}
{{#lst:{{BASEPAGENAME}}/Data|22H}}
{{#lst:{{BASEPAGENAME}}/Data|22H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=19 style="background: white;"|Weiss Flugel
! colspan=19 style="background: white;"|Weiss Flugel
|-
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=j.236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236U}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=

Revision as of 20:07, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L


c.M


c.H


Auto Combo 1
c.XX


Auto Combo 2
c.XXX


f.M


f.H


2L


2M


  • Clash level: 1
2H


2U


  • Clash level: 1
j.L


j.M


j.H


j.U


Unique Action

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Wirbelwind
5U


5U > 5U


5U > 6U


5U > 4U


5U > 2U


Universal Mechanics

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Ground Throw


Air Throw


Overhead Attack


Skills

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Wogenstrom
236L


  • Cooldown 50-82F. Easy input cooldown 140-172F
  • Damage (Easy): 600
236M


  • Cooldown 55-110F. Easy input cooldown 145-200F
  • Damage (Easy): 600
236H


  • Cooldown 556-575F. Easy input cooldown 676-695F
  • Damage (Easy): 300*3
Blade Impulse
66L


  • Cooldown 20F. Easy input cooldown 200F
66M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
66H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Southern Cross
214L


  • Cooldown 20F. Easy input cooldown 200F
214L 4L


214L 4LL


214M


  • Cooldown 20F. Easy input cooldown 200F
214M 4M


214M 4MM


214H


  • Cooldown 480F. Easy input cooldown 600F
214H 4HHH


214H 4HHHH


Turbulenz
22L


  • Cooldown 20F. Easy input cooldown 120F
  • Clash level: ? (22[L])
22M


  • Cooldown 20F. Easy input cooldown 120F
  • Clash level: ? (22[M])
22H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: ? (22[H])

Skybound Art

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Weiss Flugel
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Schöner Winterhügel
236236U


  • Clash level: 30 (Easy), 35 (Technical)
j.236236U


  • Clash level: 20 (Easy), 25 (Technical)

Sources

Navigation

To edit frame data, edit values in GBVS/Lancelot/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.