GBVS/Metera/Frame Data

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< GBVS‎ | Metera
Revision as of 05:42, 19 May 2021 by Shtkn (talk | contribs)

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 Metera cL.png


c.MGBVS Metera cM.png


c.HGBVS Metera cH.png


Auto Combo 1GBVS Metera cXX.png
c.XX


Auto Combo 2GBVS Metera cXXX.png
c.XXX


f.LGBVS Metera fL.png


f.MGBVS Metera fM.png


f.HGBVS Metera fH.png


2LGBVS Metera 2L.png


2MGBVS Metera 2M.png


2HGBVS Metera 2H.png


2UGBVS Metera 2U.png


  • Clash level: 1
j.LGBVS Metera jL.png


j.MGBVS Metera jM.png


j.HGBVS Metera jH.png


  • Clash level: 2

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
ZephyrFile:GBVS Metera Zephyr.png
5U


Air ZephyrFile:GBVS Metera Zephyr.png
j.U


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 Metera Throw.png


Air ThrowGBVS Metera AirThrow.png


Overhead Attack GBVS Metera 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
Starry Sky (High)File:GBVS Metera StarrySkyHigh.png
236L/M/H


  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
  • Cooldown 519-561F. Easy input cooldown 639-681F
  • Damage (Easy): 300*3
Air Starry Sky (High)File:GBVS Metera StarrySkyHighAir.png
j.236L/M/H|


  • Cooldown 40-58F. Easy input cooldown 62-78F
  • Damage (Easy): 700
  • Cooldown 48-75F. Easy input cooldown 69-94F
  • Damage (Easy): 700
  • Cooldown 510-526F. Easy input cooldown 620-646F
  • Damage (Easy): 300*3
Starry Sky (Low)File:GBVS Metera StarrySkyLow.png
214L/M/H


  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
  • Cooldown 520-562F. Easy input cooldown 640-682F
  • Damage (Easy): 300*3
Air Starry Sky (Low)File:GBVS Metera StarrySkyHighAir.png
j.214L/M/H|


The Great FallFile:GBVS Metera TheGreatFall.png
623L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
Aetherial SealFile:GBVS Metera AetherialSeal.png
File:GBVS Metera AetherialSealExplosion.png

22L/M/H


  • Cooldown 20F. Easy input cooldown 60F
  • Cooldown 20F. Easy input cooldown 60F
  • Cooldown 480F. Easy input cooldown 600F

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
Dense CaressFile:GBVS Metera DenseCaress2.png
File:GBVS Metera DenseCaress.png

236236H


  • Clash level: 20 (Easy), 25 (Technical)
Rapid PulverizeFile:GBVS Metera RapidPulverize2.png
File:GBVS Metera RapidPulverize.png

236236U


Sources

Navigation

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