GBVS/Lowain/Frame Data: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Lowain
(adding image tooltips to names)
No edit summary
Line 165: Line 165:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Don't Mind If I Do|[[File:GBVS_Lowain_5U.png|200x200px]]}}
{{AttackVersion|name={{Tt|Don't Mind If I Do|[[File:GBVS_Lowain_5U.png|200x200px]]}}|subtitle=5U|rowspan=2}}
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
Line 217: Line 215:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Sammy & Tommy|[[File:GBVS_Lowain_SammyAndTommy.png|200x200px]]}}
{{AttackVersion|name={{Tt|Sammy & Tommy|[[File:GBVS_Lowain_SammyAndTommy.png|200x200px]]}}|subtitle=236L/M/H|rowspan=6}}
|-
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
Line 230: Line 226:
}}
}}
|-
|-
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
Line 241: Line 236:
}}
}}
|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
Line 252: Line 246:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Come at Me, Bro!|[[File:GBVS_Lowain_ComeAtMeBro.png|200x200px]]}}
{{AttackVersion|name={{Tt|Come at Me, Bro!|[[File:GBVS_Lowain_ComeAtMeBro.png|200x200px]]}}|subtitle=623L/M/H|rowspan=6}}
|-
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
Line 265: Line 257:
}}
}}
|-
|-
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
Line 276: Line 267:
}}
}}
|-
|-
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
Line 287: Line 277:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Awesome Sauce|[[File:GBVS_Lowain_AwesomeSauce.png|200x200px]]}}
{{AttackVersion|name={{Tt|Awesome Sauce|[[File:GBVS_Lowain_AwesomeSauce.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
|-
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
Line 299: Line 287:
}}
}}
|-
|-
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
Line 309: Line 296:
}}
}}
|-
|-
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
Line 320: Line 306:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Magnificent Tool of Destruction|[[File:GBVS_Lowain_MagnificentToolOfDestruction.png|200x200px]]}}
{{AttackVersion|name={{Tt|Magnificent Tool of Destruction|[[File:GBVS_Lowain_MagnificentToolOfDestruction.png|200x200px]]}}|subtitle=22L/M/H|rowspan=6}}
|-
{{AttackVersion|name=22L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
Line 333: Line 317:
}}
}}
|-
|-
{{AttackVersion|name=22M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
Line 344: Line 327:
}}
}}
|-
|-
{{AttackVersion|name=22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22H}}
{{#lst:{{BASEPAGENAME}}/Data|22H}}
{{#lst:{{BASEPAGENAME}}/Data|22H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22H Extra}}
Line 362: Line 344:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Human! Pyramid! Attack!|[[File:GBVS_Lowain_HumanPyramidAttack.png|200x200px]]}}
{{AttackVersion|name={{Tt|Human! Pyramid! Attack!|[[File:GBVS_Lowain_HumanPyramidAttack.png|200x200px]]}} |subtitle=236236H|rowspan=2}}
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
Line 429: Line 409:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Try This on for Size!|[[File:GBVS_Lowain_TryThisOnForSize.png|200x200px]]}}
{{AttackVersion|name={{Tt|Try This on for Size!|[[File:GBVS_Lowain_TryThisOnForSize.png|200x200px]]}} |subtitle=236236U|rowspan=2}}
|-
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}

Revision as of 05:34, 19 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 Lowain cL.png


c.MGBVS Lowain cM.png


c.HGBVS Lowain cH.png


Auto Combo 1GBVS Lowain cXX.png
c.XX


Auto Combo 2GBVS Lowain cXXX.png
c.XXX


f.LGBVS Lowain fL.png


f.MGBVS Lowain fM.png


f.HGBVS Lowain fH.png


2LGBVS Lowain 2L.png


2MGBVS Lowain 2M.png


2HGBVS Lowain 2H.png


2UGBVS Lowain 2U.png


j.LGBVS Lowain jL.png


j.MGBVS Lowain jM.png


j.HGBVS Lowain jH.png


j.UGBVS Lowain jU.png


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
Don't Mind If I DoGBVS Lowain 5U.png
5U


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 Lowain Throw.png


Air ThrowGBVS Lowain AirThrow.png


Overhead Attack GBVS Lowain 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
Sammy & TommyFile:GBVS Lowain SammyAndTommy.png
236L/M/H


  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 600*2
Come at Me, Bro!File:GBVS Lowain ComeAtMeBro.png
623L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: ? (Attack)
Awesome SauceFile:GBVS Lowain AwesomeSauce.png
214L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Magnificent Tool of DestructionFile:GBVS Lowain MagnificentToolOfDestruction.png
22L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300*2
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 700
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 120*6

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
Human! Pyramid! Attack!File:GBVS Lowain HumanPyramidAttack.png
236236H


Totally Rad JukeFile:GBVS Lowain TotallyRadJuke.png
Pyramid > G


It's Lit, BrosFile:GBVS Lowain ItsLitBros.png
Pyramid > L


Definitely Don't Try This at HomeFile:GBVS Lowain DontTryThisAtHome.png
Pyramid > M


Flex On 'EmFile:GBVS Lowain FlexOnEm.png
Pyramid > H


Catch 'Em Slippin'File:GBVS Lowain CatchEmSlippin.png
Pyramid > U


Moment of TruthFile:GBVS Lowain MomentOfTruth.png
Pyramid > 236U


  • Clash level: 20 (S), 25 (236U)
  • Damage (S): 1400
Try This on for Size!File:GBVS Lowain TryThisOnForSize.png
236236U


Earth PillarFile:GBVS Lowain EarthPillar.png
Yggdrasil > L


  • Clash level: 8
  • Damage (Easy): 540*3
Axis MundiFile:GBVS Lowain AxisMundi.png
Yggdrasil > M


  • Clash level: 8
  • Damage (Easy): 900
Nether VeilFile:GBVS Lowain NetherVeil.png
Yggdrasil > H


  • Clash level: 8
  • Damage (Easy): 1800
Luminox GenesiFile:GBVS Lowain LuminoxGenesi.png
Yggdrasil > U


  • Clash level: 8
  • Damage (Easy): 1260, 180*5

Sources

Navigation

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