GBVS/Percival/Frame Data: Difference between revisions

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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
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{{#lst:GBVS/Percival/Data|LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|LU Full}}
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
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{{#lst:GBVS/Percival/Data|MH Full}}
{{#lst:{{BASEPAGENAME}}/Data|MH Full}}
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{{AttackVersion|name=236L|rowspan=2}}
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{{#lst:GBVS/Percival/Data|236L Full}}
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{{AttackVersion|name=236M|rowspan=2}}
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{{AttackVersion|name=236H|rowspan=2}}
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{{AttackVersion|name=623L|rowspan=2}}
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{{AttackVersion|name=623M|rowspan=2}}
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{{AttackVersion|name=623H|rowspan=2}}
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{{AttackVersion|name=214L|rowspan=2}}
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{{AttackVersion|name=214M|rowspan=2}}
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{{AttackVersion|name=214L > L|rowspan=2}}
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{{AttackVersion|name=214M > L|rowspan=2}}
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{{AttackVersion|name=214H > L|rowspan=2}}
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{{AttackVersion|name=214L > M|rowspan=2}}
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{{AttackVersion|name=214M > M|rowspan=2}}
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{{AttackVersion|name=214H > M|rowspan=2}}
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{{AttackVersion|name=214L > H|rowspan=2}}
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{{#lst:GBVS/Percival/Data|214L H Full}}
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{{AttackVersion|name=214M > H|rowspan=2}}
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{{AttackVersion|name=214H > H|rowspan=2}}
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{{AttackVersion|name=22L|rowspan=2}}
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
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==Navigation==
==Navigation==
{{#lst:GBVS/Percival/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-GBVS}}
{{Navbar-GBVS}}

Revision as of 08:14, 7 September 2020

  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
  • Clash level: 1

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
X-Seele
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
Anzünden
236L
  • All versions do more damage if the first part of the projectile connects.
  • Cooldown 42-69F. Easy input cooldown 42-69F
  • Damage (Easy): 800→700
236M
  • Cooldown 45-56F. Easy input cooldown 65-76F
  • Damage (Easy): 800→700 [900→800]
236H
  • Cooldown 520-523F. Easy input cooldown 640-643F
  • Damage (Easy): 350*3→300*3 [400*3→350*3]
Platzen
623L
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Lord's Strike
214L
  • Cooldown 20F. Easy input cooldown 200F
214M
  • Cooldown 20F. Easy input cooldown 200F
214H
  • Cooldown 480F. Easy input cooldown 600F
Schneiden
214L > L
  • Clash level: 2
214M > L
  • Clash level: 2
214H > L
  • Clash level: 3
Macht
214L > M
  • Clash level: 3
214M > M
  • Clash level: 3
214H > M
  • Clash level: 3
Zerreissen
214L > H
214M > H
214H > H
Träumerei
22L
  • Cooldown 20F. Easy input cooldown 200F
22M
  • Cooldown 20F. Easy input cooldown 200F
22H
  • Cooldown 480F. Easy input cooldown 600F

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
Lohenwolf
236236H
  • Clash level: 20 (Easy), 25 (Technical)
Feuerrote Krone
236236U
  • Damage of non-cinematic fireball: 2000
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

To edit frame data, edit values in GBVS/Percival/Frame Data/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.