GBVS/Percival/Frame Data: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Percival
No edit summary
Line 216: Line 216:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
{{AttackVersion|name={{Tt|Anzünden|[[File:GBVS_Percival_Anzuenden.png|200x200px]]}}|subtitle=236L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Anzünden|[[File:GBVS_Percival_Anzuenden.png|200x200px]]}}|subtitle=236L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*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
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 45-56F. Easy input cooldown 65-76F
*Damage (Easy): 800→700 [900→800]
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
Line 243: Line 228:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 520-523F. Easy input cooldown 640-643F
*All versions do more damage if the first part of the projectile connects.
*Damage (Easy): 350*3→300*3 [400*3→350*3]
*Cooldown: 42-69F (L) 45-56F (M) 520-523F (H)
*Easy input cooldown: 42-69F (L) 65-76F (M) 640-643F (H)
*Easy input damage: 800→700 (L) 800→700 [900→800] (M) 350*3→300*3 [400*3→350*3] (H)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Platzen|[[File:GBVS_Percival_Platzen.png|200x200px]]}}|subtitle=623L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Platzen|[[File:GBVS_Percival_Platzen.png|200x200px]]}}|subtitle=623L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 10 (Easy), 14 (Technical)
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
*Clash level: 10 (Easy), 16 (Technical)
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
Line 274: Line 247:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Clash level: 10 (Easy), 18 (Technical)
*Easy input cooldown: 200F (L/M) 600 (H)
*Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Lord's Strike|[[File:GBVS_Percival_Lord'sStrike.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
{{AttackVersion|name={{Tt|Lord's Strike|[[File:GBVS_Percival_Lord'sStrike.png|200x200px]]}}|subtitle=214L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
Line 303: Line 265:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Easy input cooldown: 200F (L/M) 600 (H)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Schneiden|[[File:GBVS_Percival_Schneiden.png|200x200px]]}}|subtitle=214L/M/H > L|rowspan=6}}
{{AttackVersion|name={{Tt|Schneiden|[[File:GBVS_Percival_Schneiden.png|200x200px]]}}|subtitle=214L/M/H > L|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L L}}
{{#lst:{{BASEPAGENAME}}/Data|214L L}}
{{#lst:{{BASEPAGENAME}}/Data|214L L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214M L}}
{{#lst:{{BASEPAGENAME}}/Data|214M L}}
{{#lst:{{BASEPAGENAME}}/Data|214M L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214H L}}
{{#lst:{{BASEPAGENAME}}/Data|214H L}}
Line 333: Line 286:
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Macht|[[File:GBVS_Percival_Macht.png|200x200px]]}}|subtitle=214L/M/H > M|rowspan=6}}
{{AttackVersion|name={{Tt|Macht|[[File:GBVS_Percival_Macht.png|200x200px]]}}|subtitle=214L/M/H > M|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L M}}
{{#lst:{{BASEPAGENAME}}/Data|214L M}}
{{#lst:{{BASEPAGENAME}}/Data|214L M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Clash level: 3
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214M M}}
{{#lst:{{BASEPAGENAME}}/Data|214M M}}
{{#lst:{{BASEPAGENAME}}/Data|214M M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Clash level: 3
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214H M}}
{{#lst:{{BASEPAGENAME}}/Data|214H M}}
Line 361: Line 302:
}}
}}
|-
|-
{{AttackVersion|name={{Tt|Zerreissen|[[File:GBVS_Percival_Zerreissen.png|200x200px]]}}|subtitle=214L/M/H > H|rowspan=6}}
{{AttackVersion|name={{Tt|Zerreissen|[[File:GBVS_Percival_Zerreissen.png|200x200px]]}}|subtitle=214L/M/H > H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|214L H}}
{{#lst:{{BASEPAGENAME}}/Data|214L H}}
{{#lst:{{BASEPAGENAME}}/Data|214L H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L H Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214M H}}
{{#lst:{{BASEPAGENAME}}/Data|214M H}}
{{#lst:{{BASEPAGENAME}}/Data|214M H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M H Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|214H H}}
{{#lst:{{BASEPAGENAME}}/Data|214H H}}
Line 386: Line 317:
}}
}}
|-
|-
! colspan=19 style="background: white;"|
{{AttackVersion|name={{Tt|Träumerei|[[File:GBVS_Percival_Traeumerei.png|200x200px]]}}|subtitle=22L/M/H|rowspan=4}}
|-
{{AttackVersion|name={{Tt|Träumerei|[[File:GBVS_Percival_Traeumerei.png|200x200px]]}}|subtitle=22L/M/H|rowspan=6}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|22H}}
{{#lst:{{BASEPAGENAME}}/Data|22H}}
Line 412: Line 329:
{{Description|14|text=
{{Description|14|text=
{{ColumnList |text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
*Cooldown: 20F (L/M) 480F (H)
*Easy input cooldown: 200F (L/M) 600 (H)
}}
}}
}}
}}

Revision as of 20:58, 22 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 Percival cL.png


c.MGBVS Percival cM.png


c.HGBVS Percival cH.png


Auto Combo 1GBVS Percival cXX.png
c.XX


Auto Combo 2GBVS Percival cXXX.png
c.XXX


f.LGBVS Percival fL.png


f.MGBVS Percival fM.png


f.HGBVS Percival fH.png


2LGBVS Percival 2L.png


2MGBVS Percival 2M.png


2HGBVS Percival 2H.png


2UGBVS Percival 2U.png


j.LGBVS Percival jL.png


j.MGBVS Percival jM.png


j.HGBVS Percival jH.png


j.UGBVS Percival jU.png


  • Clash level: 1

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
X-SeeleGBVS Percival 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 Percival Throw.png


Air ThrowGBVS Percival AirThrow.png


Overhead Attack GBVS Percival 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
AnzündenFile:GBVS Percival Anzuenden.png
236L/M/H


  • All versions do more damage if the first part of the projectile connects.
  • Cooldown: 42-69F (L) 45-56F (M) 520-523F (H)
  • Easy input cooldown: 42-69F (L) 65-76F (M) 640-643F (H)
  • Easy input damage: 800→700 (L) 800→700 [900→800] (M) 350*3→300*3 [400*3→350*3] (H)
PlatzenFile:GBVS Percival Platzen.png
623L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600 (H)
  • Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
Lord's StrikeFile:GBVS Percival Lord'sStrike.png
214L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600 (H)
SchneidenFile:GBVS Percival Schneiden.png
214L/M/H > L


  • Clash level: 3
MachtFile:GBVS Percival Macht.png
214L/M/H > M


  • Clash level: 3
ZerreissenFile:GBVS Percival Zerreissen.png
214L/M/H > H


TräumereiFile:GBVS Percival Traeumerei.png
22L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600 (H)

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
LohenwolfFile:GBVS Percival Lohenwolf.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Feuerrote KroneFile:GBVS Percival FeuerroteKrone.png
236236U


  • Damage of non-cinematic fireball: 2000
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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