GBVS/Yuel/Frame Data

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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.


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 landing N/A 1
j.M 300×2 High, All 6, 10 3,3 Until landing 1
j.H 400×2 High 8, 15 4(3)3 Until landing 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 Starlit Sky 900 All 14 4,4,4 16 -3 +1 3
236M Starlit Sky 1100 All 18 2,2,2,2,2,2,4 21 -8 KD 3
236H Starlit Sky 1100 All 14 2,2,2,2,2,2,4 16 -3 HKD 3
623L Hien: Homuragaeshi 1000 All 9 2,2,3,2,2,2 21 + 12 after landing -22 KD 3 1-12 Full
623M Hien: Homuragaeshi 1200 All 11 2,2,2,2,2,2,2,2 23 + 12 after landing -28 KD 3 1-14 Full
623H 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 Hanaarashi 1200 All 46 3,3 13 +1 +5 3 3-15 Full
214M Hanaarashi 1000 Low 41 6 18 -7 KD 3 3-15 Full
214H Hanaarashi 1200 All 42 3,3 12 +2 +6 3 1-14 Full
214H-M Hanaarashi 1000 Low 38 6 17 -6 HKD 2 1-14 Full
22L Foxflame 800 All 21 9 17 -3 +1 2
22M Foxflame 1000 All 31 9 13 +5 +9 2
22H 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 landing + 6 N/A HKD
Overhead Attack 1000 High 26 6 17 -4 +1 5 4-28 Throw
7-25 Low


Navigation

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