GBVS/Zeta/Frame Data

From Dustloop Wiki
< GBVS‎ | Zeta
Revision as of 07:21, 15 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)

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 Zeta cL.png


c.MGBVS Zeta cM.png


c.HGBVS Zeta cH.png


Auto Combo 1GBVS Zeta cXX.png
c.XX


Auto Combo 2GBVS Zeta cXXX.png
c.XXX


f.LGBVS Zeta fL.png


f.MGBVS Zeta fM.png


f.HGBVS Zeta fH.png


2LGBVS Zeta 2L.png


2MGBVS Zeta 2M.png


2HGBVS Zeta 2H.png


2UGBVS Zeta 2U.png


j.LGBVS Zeta jL.png


j.MGBVS Zeta jM.png


j.HGBVS Zeta jH.png


j.UGBVS Zeta jU.png


  • Clash level: 1

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
Signo DriveFile:GBVS Zeta SignoDrive.png
5U


  • Clash level (after first hit): 1

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 Zeta Throw.png


Air ThrowGBVS Zeta AirThrow.png


Overhead Attack File:GBVS Zeta OverheadAttack .png


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
Infinite WondersFile:GBVS Zeta InfiniteWonders.png
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 ArvessFile:GBVS Zeta SpearOfArvess.png
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)File:GBVS Zeta SpearOfArvessRise.png
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)File:GBVS Zeta SpearOfArvessFall.png
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-upFile:GBVS Zeta SpearOfArvess.png
Arvess > Direction + X


  • Clash level: 1 (L/M), 2 (H)
RhapsodyFile:GBVS Zeta Rhapsody.png
214L


  • Cooldown 20F. Easy input cooldown 200F
214M


  • Cooldown 20F. Easy input cooldown 200F
214H


  • Cooldown 480F. Easy input cooldown 600F
Crimson CleaveFile:GBVS Zeta CrimsonCleave.png
214X > L


Rising SplitFile:GBVS Zeta RisingSplit.png
214X > M


Knee AssaultFile:GBVS Zeta KneeAssault.png
214X > H


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
Resolute StrikeFile:GBVS Zeta ResoluteStrike2.png
File:GBVS Zeta ResoluteStrike.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
j.236236H


  • Clash level: 20 (Easy), 25 (Technical)
Sirius RoarFile:GBVS Zeta SiriusRoar2.png
236236U


  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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