GBVS/Yuel/Frame Data: Difference between revisions

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< GBVS‎ | Yuel
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
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{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U Full}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=19 style="background: white;"|Third Dance Stance
! colspan=19 style="background: white;"|Third Dance Stance
|-
|-
{{AttackVersion|name=Enter stance|subtitle=5U|rowspan=2}}
{{AttackVersion|name=Enter stance|subtitle=5U|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Exit stance|subtitle=5U~U|rowspan=2}}
{{AttackVersion|name=Exit stance|subtitle=5U~U|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-U}}
{{#lst:{{BASEPAGENAME}}/Data|5U-U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
{{AttackVersion|name=Dash|subtitle=|rowspan=2}}
{{AttackVersion|name=Dash|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-66 Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-66}}
{{#lst:{{BASEPAGENAME}}/Data|5U-66 Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Backdash|subtitle=|rowspan=2}}
{{AttackVersion|name=Backdash|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-44 Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-44}}
{{#lst:{{BASEPAGENAME}}/Data|5U-44 Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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}}
}}
{{AttackVersion|name=Eye of the Sparrow|subtitle=Counter|rowspan=2}}
{{AttackVersion|name=Eye of the Sparrow|subtitle=Counter|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-Catch Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-Catch}}
{{#lst:{{BASEPAGENAME}}/Data|5U-Catch Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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! colspan=19 style="background: white;"|Third Dance Attacks
! colspan=19 style="background: white;"|Third Dance Attacks
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L|subtitle=|rowspan=2}}
{{AttackVersion|name=5L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5L}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2L}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=5M|subtitle=|rowspan=2}}
{{AttackVersion|name=5M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5M}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2M}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=Gurren|subtitle=5H|rowspan=2}}
{{AttackVersion|name=Gurren|subtitle=5H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5H}}
{{#lst:{{BASEPAGENAME}}/Data|5U-5H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=Yugetsu|subtitle=2H|rowspan=2}}
{{AttackVersion|name=Yugetsu|subtitle=2H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2H}}
{{#lst:{{BASEPAGENAME}}/Data|5U-2H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=Stance Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Stance Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U-L+M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U-L+M}}
{{#lst:{{BASEPAGENAME}}/Data|5U-L+M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH Full}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=19 style="background: white;"|Starlit Sky
! colspan=19 style="background: white;"|Starlit Sky
|-
|-
{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=236M|rowspan=2}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L Full}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=623M|rowspan=2}}
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M Full}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=623H|rowspan=2}}
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H Full}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=214M|rowspan=2}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=214H~M|rowspan=2}}
{{AttackVersion|name=214H~M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H-M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H-M}}
{{#lst:{{BASEPAGENAME}}/Data|214H-M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22L Full}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=22M|rowspan=2}}
{{AttackVersion|name=22M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22M Full}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=22H|rowspan=2}}
{{AttackVersion|name=22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22H Full}}
{{#lst:{{BASEPAGENAME}}/Data|22H}}
{{#lst:{{BASEPAGENAME}}/Data|22H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=19 style="background: white;"|Crimson Dance: Rinnen-aratame
! colspan=19 style="background: white;"|Crimson Dance: Rinnen-aratame
|-
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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|-
|-
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}
|-
|-
{{Description|14|text=
{{Description|14|text=

Revision as of 20:07, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Third Dance Stance
Enter stance
5U


Exit stance
5U~U


Dash


  • Airborne frames 3 to 13.
Backdash


  • Airborne frames 3 to 16.
Eye of the Sparrow
Counter


Third Dance Attacks
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L


  • Clash level: 1
2L


5M


  • Forces crouching on hit.
  • Airborne frames 7 to 18.
2M


  • Low profiles frames 7 to 18.
Gurren
5H


Yugetsu
2H


Universal Mechanics

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Ground Throw


Stance Throw


  • Airborne frames 3 to 13.
Air Throw


Overhead Attack


  • Forces crouching on hit.
  • Airborne frames 7 to 25.

Skills

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Starlit Sky
236L


  • Cooldown 20F. Easy input cooldown 110F
  • Clash level: 1
236M


  • Cooldown 20F. Easy input cooldown 110F
  • Clash level: 2
236H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Hien: Homuragaeshi
623L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 14
623M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 16
623H


  • Cooldown 480F. Easy input cooldown 660F
  • Clash level: 18
Hanaarashi
214L


  • Cooldown 20F. Easy input cooldown 140F
  • Clash level: 2
214M


  • Cooldown 20F. Easy input cooldown 140F
  • Clash level: 2
214H


214H~M


  • Cooldown 480F. Easy input cooldown 660F
  • Clash level: 3
Foxflame
22L


  • Cooldown 20F. Easy input cooldown 110F
22M


  • Cooldown 20F. Easy input cooldown 110F
22H


  • Cooldown 480F. Easy input cooldown 570F

Skybound Art

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Crimson Dance: Rinnen-aratame
236236H


Sapphire Dance: Gentiana
236236U


Sources

http://mayjunkie.web.fc2.com/GBVS/Ver.2.21/Yuel_frame_Ver.2.21.pdf
https://docs.google.com/spreadsheets/d/1hGprcQeXgmv1vswbLhIreH65bIyfe_q4EL0vvd_I4CY/edit#gid=1802543796

Navigation

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