GBVS/Zeta/Frame Data

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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 icon health prejump backdash Unique Movement Options
Zeta
GBVS_Zeta_Icon.png
10,000 4F 22F

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 5 +2 +6 0
c.M 700 Mid 6 3 14 -3 +1 2
c.H 1200 Mid 9 6 16 -4 0 4
c.XX 350 Mid 9 X X -3 +1 2
c.XXX 350 Mid 13 X X -4 0 3
f.L 400 Mid 6 3 14 -5 -1 1
f.M 700 Mid 11 4 15 -6 -2 2
f.H 1000 Mid 9 6 17 -7 -3 3
2L 400 Low 6 3 5 +2 +6 0
2M 700 Mid 9 6 11 -3 +1 2
2H 1000 Mid 11 5 23 -12 -8 3
2U 300, 600 Low 7, 25 3, 3 14 -7 HKD 2
j.L 400 High/Air 5 Until landing X 1
j.M 550 High/Air 7 6 X 1
j.H 800 High/Air 7 9 X 2
j.U 500 High/Air 5 Until landing X 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 Signo Drive 300, 100*N Mid 8, 18 -2 +2 2

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 Infinite Wonders 700 All 20 12 21 -7~0 -3~7 2
236M Infinite Wonders 900 All 28 12 21 -7~0 -3~7 2
236H Infinite Wonders 200, 700 All 18 12 23 -7~0 HKD 2
214L Rhapsody 3 40 21
214M Rhapsody 3 40 21
214H Rhapsody 1 42 19
214X L Crimson Cleave 1000 Mid 15 3 22 -9 KD 3
214X M Rising Split 1000 Mid 9 6 19 -9 KD 3
214X H Knee Assault 600 Mid 8 4 15 KD 2
22L Spear of Arvess (Rise) 800 Mid 12 KD 3
22M Spear of Arvess (Rise) 1000 Mid 12 KD 3
22H Spear of Arvess (Rise) 800 Mid 12 HKD 3
j.22L Spear of Arvess (Fall) 800 All KD 3
j.22M Spear of Arvess (Fall) 800 All KD 3
j.22H Spear of Arvess (Fall) 800 All HKD 3
66L Spear of Arvess 600 Mid 16 -8~-3 KD 3
66M Spear of Arvess 800 Mid 19 -14~-3 KD 3
66H Spear of Arvess 600 Mid 15 -14~-3 HKD 3
66X Followup Spear of Arvess (Followup) 500 [700] All 16 KD 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 Resolute Strike 3500→2500 Mid 8+5 -21 HKD 4
j.236236H Resolute Strike 3500→2500 All HKD 4
236236U Sirius Roar 4500→3500 Mid 7+6 -42 HKD 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 HKD 0, 1, 4
Air Throw 1500 Airthrow 5 HKD 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4 4-36 Throw
12-35 Low
9-35 Airborne


Navigation

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