GBVS/Yuel/Frame Data: Difference between revisions

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==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Yuel|58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:GBVS/Navigation}}
{{#lst:GBVS/Navigation}}

Revision as of 06:36, 13 March 2022

 Yuel

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
Yuel 10,000 4f 17f Step Dash (during Third Dance)

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 All 5 3 6 +2 +6 0
c.M 700 All 6 3 14 -2 +2 2
c.H 600, 200×2 All 8 2, 2, 2 21 -4 0 4
c.XX 400 All 9 3 15 -3 +1 2
c.XXX 400 All 12 3 18 -4 0 3
f.L 400 Low 6 3 9 +1 +5 1
f.M 500, 200 All 9 3, 1 21 -7 -3 2
f.H 1000 All 10 6 19 -8 -4 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 All 7 3 15 -3 +1 2
2H 500×2 All 11 3, 3 24 -10 -6 3
2U 700 Low 7 3 24 -12 HKD 2
j.L 400 High 5 Until L 0 1
j.M 300×2 High, All 6, 10 3,3 Until L 1
j.H 400×2 High 8, 15 4(3)3 Until L 1
j.U 200×n All 19 3×n 11 -1 +1 1

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 Third Dance 20 total
5U-U 12 total
5U-66 14 total
5U-44 17 total 8~11 Low
5U-L+M 1500 Throw 22 3 31 N/A HKD 3~13 Airborne
5U-Catch Eye of the Sparrow 700 All 7 15 15 -13 KD 4 1-Active Full
5U-5L 400 All 5 3 8 0 +4 0
5U-2L 600 All 8 3 15 -3 +1 2
5U-5M 800 All 16 4 13 0 +5 3 10-19 Low
5U-2M 600 Low 10 6 5 +2 +6 1 7-18 Low Profile
5U-5H Gurren 1000 All 15[29] 11 14 -6 -2 4
5U-2H Yugetsu 1000 All 11 6 24 -13 KD 3

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 Starlit Sky 900 All 14 4,4,4 16 -3 +1 3
236M M Starlit Sky 1100 All 18 2,2,2,2,2,2,4 21 -8 KD 3
236H H Starlit Sky 1100 All 14 2,2,2,2,2,2,4 16 -3 HKD 3
623L L Hien: Homuragaeshi 1000 All 9 2,2,3,2,2,2 21 + 12 after landing -22 KD 3 1-12 Full
623M M Hien: Homuragaeshi 1200 All 11 2,2,2,2,2,2,2,2 23 + 12 after landing -28 KD 3 1-14 Full
623H H Hien: Homuragaeshi 1400 All 9 2,2,2,2,2,2,2,2,2,2 27 + 12 after landing -38 HKD 3 1-28 Full
214L L Hanaarashi 1200 All 46 3,3 13 +1 +5 3 3-15 Full
214M M Hanaarashi 1000 Low 41 6 18 -7 KD 3 3-15 Full
214H H Hanaarashi (1) 1200 All 42 3,3 12 +2 +6 3 1-14 Full
214H-M H Hanaarashi (2) 1000 Low 38 6 15 -4 HKD 2 1-14 Full
22L L Foxflame 800 All 21 9 17 -3 +1 2
22M M Foxflame 1000 All 31 9 13 +5 +9 2
22H H Foxflame 800 All 23 9 14 +1 +5 2

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Crimson Dance: Rinnen-aratame 3200 All 9+5~14 3 39 -23 HKD 5 1~14 All
236236U Sapphire Dance: Gentiana 4000 All 7+7 3×20 40 -24 HKD 5 1~22 All

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 N/A HKD 0, 4
Air Throw 1500 Throw 5 5 Until L+ 6 N/A HKD
Overhead Attack 1000 High 26 6 17 -4 +1 5 4~28 Throw
7~25 Low

Navigation

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