GBVS/Zeta/Frame Data: Difference between revisions

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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|c.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Full}}
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{{Description|14|text=
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{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|c.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Full}}
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{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|c.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Full}}
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{{Description|14|text=
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{#lst:GBVS/Zeta/Data|c.XX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Full}}
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{#lst:GBVS/Zeta/Data|c.XXX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Full}}
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|f.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Full}}
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|f.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Full}}
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|f.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Full}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|2U Full}}
{{#lst:{{BASEPAGENAME}}/Data|2U Full}}
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{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
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{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
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{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.U Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Full}}
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|5U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U Full}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|LU Full}}
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|j.LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Full}}
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{{Description|14|text=
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|MH Full}}
{{#lst:{{BASEPAGENAME}}/Data|MH Full}}
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{{Description|14|text=
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{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:GBVS/Zeta/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
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{{AttackVersion|name=236M|rowspan=2}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:GBVS/Zeta/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
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{{AttackVersion|name=236H|rowspan=2}}
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:GBVS/Zeta/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
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{{AttackVersion|name=66L|rowspan=2}}
{{AttackVersion|name=66L|rowspan=2}}
{{#lst:GBVS/Zeta/Data|66L Full}}
{{#lst:{{BASEPAGENAME}}/Data|66L Full}}
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{{AttackVersion|name=66M|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|66M Full}}
{{#lst:{{BASEPAGENAME}}/Data|66M Full}}
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{{AttackVersion|name=66H|rowspan=2}}
{{AttackVersion|name=66H|rowspan=2}}
{{#lst:GBVS/Zeta/Data|66H Full}}
{{#lst:{{BASEPAGENAME}}/Data|66H Full}}
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{{AttackVersion|name=22L|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|22L Full}}
{{#lst:{{BASEPAGENAME}}/Data|22L Full}}
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{{AttackVersion|name=22M|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|22M Full}}
{{#lst:{{BASEPAGENAME}}/Data|22M Full}}
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{{AttackVersion|name=22H|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|22H Full}}
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{{AttackVersion|name=j.22L|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.22L Full}}
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{{AttackVersion|name=j.22M|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.22M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.22M Full}}
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{{AttackVersion|name=j.22H|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.22H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.22H Full}}
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{{AttackVersion|name=Arvess > Direction + X|rowspan=2}}
{{AttackVersion|name=Arvess > Direction + X|rowspan=2}}
{{#lst:GBVS/Zeta/Data|66X Followup Full}}
{{#lst:{{BASEPAGENAME}}/Data|66X Followup Full}}
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{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:GBVS/Zeta/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
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{{AttackVersion|name=214M|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
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{{AttackVersion|name=214H|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
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{{AttackVersion|name=214X > L|rowspan=2}}
{{AttackVersion|name=214X > L|rowspan=2}}
{{#lst:GBVS/Zeta/Data|214X L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214X L Full}}
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{{AttackVersion|name=214X > M|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|214X M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214X M Full}}
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{{AttackVersion|name=214X > H|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|214X H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214X H Full}}
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|236236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Full}}
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{{AttackVersion|name=j.236236H |subtitle=|rowspan=2}}
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{{#lst:GBVS/Zeta/Data|j.236236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236H Full}}
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:GBVS/Zeta/Data|236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Full}}
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==Navigation==
==Navigation==
{{#lst:GBVS/Zeta/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-GBVS}}
{{Navbar-GBVS}}

Revision as of 08:14, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
  • Clash level: 1

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
  • Clash level (after first hit): 1

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
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 600
236M
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 800
236H
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 150, 650
Spear of Arvess
66L
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
66M
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
66H
  • Cooldown 480F. Easy input cooldown 600F
Spear of Arvess (Rise)
22L
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
22M
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
22H
  • Cooldown 480F. Easy input cooldown 600F
Spear of Arvess (Fall)
j.22L
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
j.22M
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
j.22H
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2
Spear of Arvess Follow-up
Arvess > Direction + X
  • Clash level: 1 (L/M), 2 (H)
Rhapsody
214L
  • Cooldown 20F. Easy input cooldown 200F
214M
  • Cooldown 20F. Easy input cooldown 200F
214H
  • Cooldown 480F. Easy input cooldown 600F
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
  • Clash level: 20 (Easy), 25 (Technical)
j.236236H
  • Clash level: 20 (Easy), 25 (Technical)
Sirius Roar
236236U
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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