GBVS/Zeta/Frame Data: Difference between revisions

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< GBVS‎ | Zeta
(Created page with "{{#lsth:GBVS/Zeta/Data|Nav}} <div style="float:left; margin-right:25px;"> {{TOC limit|3}} </div> ==System Data== {{#lsth:GBVS/Zeta/Data|SystemData}} <br st...")
 
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|Power Surge
! colspan=19 style="background: white;"|Signo Drive
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
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{{FrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|Reginleiv
! colspan=19 style="background: white;"|Infinite Wonders
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{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
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! colspan=19 style="background: white;"|Raging Sword
! colspan=19 style="background: white;"|Spear of Arvess
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{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=66L|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|623L Full}}
{{#lsth:GBVS/Zeta/Data|66L Full}}
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{{Description|18|text=
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{{AttackVersion|name=623M|rowspan=2}}
{{AttackVersion|name=66M|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|623M Full}}
{{#lsth:GBVS/Zeta/Data|66M Full}}
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{{Description|18|text=
{{Description|18|text=
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{{AttackVersion|name=623H|rowspan=2}}
{{AttackVersion|name=66H|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|623H Full}}
{{#lsth:GBVS/Zeta/Data|66H Full}}
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{{Description|18|text=
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! colspan=19 style="background: white;"|Override Surge
! colspan=19 style="background: white;"|Spear of Arvess (Rise)
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{{AttackVersion|name=22L|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|22L Full}}
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{{Description|18|text=
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{{AttackVersion|name=22M|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|22M Full}}
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{{AttackVersion|name=22H|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|22H Full}}
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! colspan=19 style="background: white;"|Spear of Arvess (Fall)
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{{AttackVersion|name=j.22L|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|j.22L Full}}
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{{AttackVersion|name=j.22M|rowspan=2}}
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{{AttackVersion|name=j.22H|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|j.22H Full}}
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! colspan=19 style="background: white;"|Rhapsody
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{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
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{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|214H Full}}
{{#lsth:GBVS/Zeta/Data|214H Full}}
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! colspan=19 style="background: white;"|Crimson Cleave
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{{AttackVersion|name=214X > L|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|214X > L Full}}
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{{Description|18|text=
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! colspan=19 style="background: white;"|Rising Split
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{{AttackVersion|name=214X > M|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|214X > M Full}}
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! colspan=19 style="background: white;"|Knee Assault
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{{AttackVersion|name=214X > H|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|214X > H Full}}
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! colspan=19 style="background: white;"|Tempest Blade
! colspan=19 style="background: white;"|Resolute Strike
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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! colspan=19 style="background: white;"|Catastrophe
{{AttackVersion|name=j.236236H |subtitle=|rowspan=2}}
{{#lsth:GBVS/Zeta/Data|j.236236H Full}}
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{{Description|18|text=
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! colspan=19 style="background: white;"|Sirius Roar
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}

Revision as of 05:54, 5 February 2020

System Data


Normal Moves

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 Invuln
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

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 Invuln
Signo Drive
5U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Infinite Wonders
236L
236M
236H
Spear of Arvess
66L
66M
66H
Spear of Arvess (Rise)
22L
22M
22H
Spear of Arvess (Fall)
j.22L
j.22M
j.22H
Rhapsody
214L
214M
214H
Crimson Cleave
214X > L
Rising Split
214X > M
Knee Assault
214X > H

Skybound Art

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 Invuln
Resolute Strike
236236H
j.236236H
Sirius Roar
236236U

Sources

Navigation

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