GBVS/Yuel/Frame Data

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< GBVS‎ | Yuel
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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 Yuel cL.png


c.MGBVS Yuel cM.png


c.HGBVS Yuel cH.png


Auto Combo 1GBVS Yuel cXX.png
c.XX


Auto Combo 2GBVS Yuel cXXX.png
c.XXX


f.LGBVS Yuel fL.png


f.MGBVS Yuel fM.png


f.HGBVS Yuel fH.png


2LGBVS Yuel 2L.png


2MGBVS Yuel 2M.png


2HGBVS Yuel 2H.png


2UGBVS Yuel 2U.png


j.LGBVS Yuel jL.png


j.MGBVS Yuel jM.png


j.HGBVS Yuel jH.png


j.UGBVS Yuel jU.png


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
Third Dance StanceFile:GBVS Yuel ThirdDance.png
5U


Exit stance
5U~U


Dash


  • Airborne frames 3 to 13.
Backdash


  • Airborne frames 3 to 16.
Eye of the SparrowFile:GBVS Yuel EyeOfTheSparrow.png
Counter


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
Third Dance Attacks
5LFile:GBVS Yuel ThirdDance 5L.png


  • Clash level: 1
2LFile:GBVS Yuel ThirdDance 2L.png


5MFile:GBVS Yuel ThirdDance 5M.png


  • Forces crouching on hit.
  • Airborne frames 7 to 18.
2MFile:GBVS Yuel ThirdDance 2M.png


  • Low profiles frames 7 to 18.
GurrenFile:GBVS Yuel Gurren.png
5H


YugetsuFile:GBVS Yuel Yugetsu.png
2H


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 Yuel FThrow.png


Stance ThrowGBVS Yuel FThrow.png


  • Airborne frames 3 to 13.
Air ThrowGBVS Yuel AirThrow.png


Overhead Attack GBVS Yuel UOH.png


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

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
Starlit SkyFile:GBVS Yuel StarlitSky.png
236L/M/H


  • Cooldown 20F. Easy input cooldown 110F
  • Clash level: 1
  • Cooldown 20F. Easy input cooldown 110F
  • Clash level: 2
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Hien: HomuragaeshiFile:GBVS Yuel HienHomuragaeshi.png
623L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 14
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 16
  • Cooldown 480F. Easy input cooldown 660F
  • Clash level: 18
HanaarashiFile:GBVS Yuel HanaarashiL.png
214L/H
File:GBVS Yuel HanaarashiM.png
214M

214L/M/H


  • Cooldown 20F. Easy input cooldown 140F
  • Clash level: 2
  • Cooldown 20F. Easy input cooldown 140F
  • Clash level: 2
H Hanaarashi Followup
214H~M


  • Cooldown 480F. Easy input cooldown 660F
  • Clash level: 3
FoxflameFile:GBVS Yuel Foxflame.png
22L/M/H


  • Cooldown 20F. Easy input cooldown 110F
  • Cooldown 20F. Easy input cooldown 110F
  • Cooldown 480F. Easy input cooldown 570F

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
Crimson Dance: Rinnen-aratameFile:GBVS Yuel CrimsonDance RinnenAratame start.png
236236H


Sapphire Dance: GentianaFile:GBVS Yuel SapphireDance Gentiana finish.png
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.