GBVS/Soriz/Frame Data: Difference between revisions

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< GBVS‎ | Soriz
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Leaping Tiger, Charging Dragon
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Macho Ultimatum
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:GBVS/Soriz/Data|236236U Full}}
{{#lst:GBVS/Soriz/Data|236236U Full}}
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{{Description|14|text=
{{ColumnList |text=
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}}
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! colspan=19 style="background: white;"|Tenacious Will
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{{AttackVersion|name=236X > 236X|subtitle=during Macho Ultimatum|rowspan=2}}
{{#lst:GBVS/Soriz/Data|236X 236X Full}}
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{{Description|14|text=
{{ColumnList |text=
}}
}}
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! colspan=19 style="background: white;"|Bravado Bullet
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{{AttackVersion|name=236X > 214X|subtitle=during Macho Ultimatum|rowspan=2}}
{{#lst:GBVS/Soriz/Data|236X 236X Full}}
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{{Description|14|text=
{{ColumnList |text=
}}
}}
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! colspan=19 style="background: white;"|Way of The Fundoshi Fist
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{{AttackVersion|name=236236U|subtitle=during Macho Ultimatum|rowspan=2}}
{{#lst:GBVS/Soriz/Data|236236U 236236U Full}}
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{{Description|14|text=
{{Description|14|text=

Revision as of 11:21, 7 April 2020

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
???
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
Impact Knuckle
236L
236M
236H
Roundhouse Fange
623L
623M
623H
Punch the Stars
214L
214M
214H
Rock Smash
22L
22M
22H

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
Leaping Tiger, Charging Dragon
236236H
Macho Ultimatum
236236U
Tenacious Will
236X > 236X
during Macho Ultimatum
Bravado Bullet
236X > 214X
during Macho Ultimatum
Way of The Fundoshi Fist
236236U
during Macho Ultimatum

Sources

Navigation

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