GBVS/Soriz/Frame Data: Difference between revisions

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{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:GBVS/Navigation}}
{{GBVS/Navigation}}

Revision as of 08:59, 13 January 2023

 Soriz

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name health prejump backdash Unique Movement Options
Soriz 10,500 4f 24f

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 6 5 10 0 +4 2
c.H 1200 Mid 10 6 12 +1 +5 4
c.XX 400 Mid 9 3 15 -3 +1 2
c.XXX 400 Mid 12 3 18 -4 +0 3
f.L 400 Low 7 3 12 -2 +2 1
f.M 700 Mid 8 5 14 -4 0 2
f.H 1000 Mid 11 6 19 -8 -4 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 6 11 -2 +2 2
2H 1000 Mid 11 5 22 -10 -6 3
2U 700 Low 10 6 21 -12 HKD 2
j.L 400 High/Air 5 Until L 0 1
j.M 600 High/Air 7 9 Until L 2
j.H 800 High/Air 8 6 Until L 2
j.U 800 High/Air 7 6 Until L 2

Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Muscle Fury 3
5U > 6X Reactive Muscles 300 Mid 11 3 33 -3 +3 4 1~13 Armor

Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L L Impact Knuckles 1100 Mid 15 [13] 4 19 -3 +1 2
236M M Impact Knuckles 1400 Mid 26 [25] 6 23 +1 KD 3
236H H Impact Knuckles 1200 Mid 15 [14] 6 18 -2 HKD 2
214L L Punch the Stars 250×4 [140×8] Mid 13 17 14 -1 +3 2
214M M Punch the Stars 300×4 [170×8] Mid 21 17 14 -1 +3 2
214H H Punch the Stars 300×4 [170×8] Mid 13 17 12 +1 +5 2
623L L Roundhouse Fang 1000 Mid 7 6 18 -7 KD 3
623M M Roundhouse Fang 1000 Mid 7 6 20 -9 KD 3
623H H Roundhouse Fang 1000 Mid 6 7 19 -7 HKD 4
22L L Rock Smash 900 Mid 18 6 17 -3 KD 3
22M M Rock Smash 1200 Mid 28 6 13 +8 KD 3
22H H Rock Smash 1100 Mid 15 6 11 +4 HKD 3

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Leaping Tiger, Charging Dragon 3500[4500] Mid 7+6 2(27)3 45 -29 KD 4 1~14 All
236236U Macho Ultimatum 10+4 - 10~14 All
214X > 214X Tenacious Will 1000 Mid 20 3 23 +5 +5 4
214X > 236X Bravado Bullet 1000 Mid 14 6 21 -8 KD 4
Macho 236236U Way of the Fundoshi Fist 0, 4500 Throw, Mid 8+0 2(10)3 42 -26 0, 4

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 0, 4
Air Throw 1500 Throw 5 5 Until L+6 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4

Navigation

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