GBVS/Lowain/Frame Data

From Dustloop Wiki
< GBVS‎ | Lowain
Revision as of 14:58, 7 September 2020 by Shtkn (talk | contribs)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
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
Don't Mind If I Do
5U

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
Sammy & Tommy
236L
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
236M
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
236H
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 600*2
Come at Me, Bro!
623L
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
623M
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
623H
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: ? (Attack)
Awesome Sauce
214L
  • Cooldown 20F. Easy input cooldown 200F
214M
  • Cooldown 20F. Easy input cooldown 200F
214H
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Magnificent Tool of Destruction
22L
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300*2
22M
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 700
22H
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 120*6

Skybound Art

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
Human! Pyramid! Attack!
236236H
Pyramid > G
Pyramid > L
Pyramid > M
Pyramid > H
Pyramid > U
Pyramid > 236U
  • Clash level: 20 (S), 25 (236U)
  • Damage (S): 1400
Try This on for Size!
236236U
Yggdrasil > L
  • Clash level: 8
  • Damage (Easy): 540*3
Yggdrasil > M
  • Clash level: 8
  • Damage (Easy): 900
Yggdrasil > H
  • Clash level: 8
  • Damage (Easy): 1800
Yggdrasil > U
  • Clash level: 8
  • Damage (Easy): 1260, 180*5

Sources

Navigation

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