GBVS/Lancelot/Frame Data

From Dustloop Wiki

System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
  • Clash level: 1
j.L
j.M
j.H
j.U

Unique Action

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 Invuln
Wirbelwind
5U
5U > 5U
5U > 6U
5U > 4U
5U > 2U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Wogenstrom
236L
  • Cooldown 50-82F. Easy input cooldown 140-172F
236M
  • Cooldown 55-110F. Easy input cooldown 145-200F
236H
  • Cooldown 556-575F. Easy input cooldown 676-695F
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
214L4X
214L4X4X
214M
  • Cooldown 20F. Easy input cooldown 200F
214M4X
214M4X4X
214H
  • Cooldown 480F. Easy input cooldown 600F
214H4X
214H4X4X
214H4X4X4X
214H4X4X4X4X
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

{{Description|14|text= {{ColumnList |text=
  • Clash level: 20 (Easy), 25 (Technical)
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 Invuln
Weiss Flugel
236236H
  • Clash level: 20 (Easy), 25 (Technical)
Schöner Winterhügel
236236U
  • Clash level: 30 (Easy), 35 (Technical)
j.236236U

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.