GBVS/Zooey/Frame Data: Difference between revisions

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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
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{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|c.M Full}}
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{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
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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:{{BASEPAGENAME}}/Data|c.XX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
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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:{{BASEPAGENAME}}/Data|c.XXX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|f.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|f.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
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{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U Full}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
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{{#lst:{{BASEPAGENAME}}/Data|j.U Full}}
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
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! colspan=19 style="background: white;"|Convergence
! colspan=19 style="background: white;"|Convergence
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{{AttackVersion|name=Convergence|subtitle=5U|rowspan=2}}
{{AttackVersion|name=Convergence|subtitle=5U|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
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{{AttackVersion|name=The Last Wish|subtitle=Convergence > 6L/M/H|rowspan=2}}
{{AttackVersion|name=The Last Wish|subtitle=Convergence > 6L/M/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U 6X Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U 6X}}
{{#lst:{{BASEPAGENAME}}/Data|5U 6X Extra}}
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH Full}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
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{{Description|14|text=
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{{FullFrameDataHeader-DBFZ}}
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! colspan=19 style="background: white;"|Summon Dragon
! colspan=19 style="background: white;"|Summon Dragon
|-
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{{AttackVersion|name=Immortal Thrust|caption=236L|rowspan=2}}
{{AttackVersion|name=Immortal Thrust|caption=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
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{{Description|14|text=
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{{AttackVersion|name=Heavy Breath|caption=236M|rowspan=2}}
{{AttackVersion|name=Heavy Breath|caption=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
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{{Description|14|text=
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{{AttackVersion|name=Sweeping Beam|caption=236H|rowspan=2}}
{{AttackVersion|name=Sweeping Beam|caption=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
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{{AttackVersion|name=214M|rowspan=2}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
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{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
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{{AttackVersion|name=214X > L/M/H|rowspan=2}}
{{AttackVersion|name=214X > L/M/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214XX Full}}
{{#lst:{{BASEPAGENAME}}/Data|214XX}}
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{{AttackVersion|name=214X > 6L/M/H|rowspan=2}}
{{AttackVersion|name=214X > 6L/M/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214X6X Full}}
{{#lst:{{BASEPAGENAME}}/Data|214X6X}}
{{#lst:{{BASEPAGENAME}}/Data|214X6X Extra}}
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{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L Full}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
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{{AttackVersion|name=623M|rowspan=2}}
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M Full}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
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{{AttackVersion|name=623H|rowspan=2}}
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H Full}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
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{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22L Full}}
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{{AttackVersion|name=22M|rowspan=2}}
{{AttackVersion|name=22M|rowspan=2}}
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{{AttackVersion|name=22H|rowspan=2}}
{{AttackVersion|name=22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22H Full}}
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{{AttackVersion|name=j.22L|rowspan=2}}
{{AttackVersion|name=j.22L|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|j.22L}}
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{{AttackVersion|name=j.22M|rowspan=2}}
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{{AttackVersion|name=j.22H|rowspan=2}}
{{AttackVersion|name=j.22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.22H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.22H}}
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
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! colspan=19 style="background: white;"|Gamma Ray
! colspan=19 style="background: white;"|Gamma Ray
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Full}}
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}
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{{Description|14|text=
{{Description|14|text=

Revision as of 20:07, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Convergence
Convergence
5U


  • Full Dragon Gauge: 3000
  • Gauge continues to charge on the first frame of recovery and The Last Wish
  • Charge speed: 16 per frame for the first 16 active frame, 32 per frame afterward. Charge speed is halved while Lyrn is active or in cooldown
  • Dragon Gauge drain while Lyrn is active: 2 per frame in hitstop, hitstun, untechable time and knockdown. Super freeze not included
  • Cancelable into The Last Wish starting from frame 16
The Last Wish
Convergence > 6L/M/H


  • On hit, charge Dragon Gauge for 1500. While Lyrn is active: 500
  • Clash level: 10

Universal Mechanics

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Ground Throw


Air Throw


Overhead Attack


Skills

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Summon Dragon
Immortal Thrust


  • Consumes 400 Dragon Gauge on frame 17
  • Damage (Easy): 600
Heavy Breath


  • Consumes 600 Dragon Gauge on frame 32
  • Damage (Easy): 250, 450*2
Sweeping Beam


  • Consumes 1000 Dragon Gauge on frame 71
  • Damage (Easy): 150*5, 110*8
Spinning Slash
214L


  • Clash level: 2
214M


  • Clash level: 2
214H


  • Clash level: 3
Ray Strike
214X > L/M/H


  • Clash level: 2 (214L/M > X), 3 (214H > X)
Bisection
214X > 6L/M/H


  • Clash level: 2 (214L/M > X), 3 (214H > X)
Aerial Spinning Slash
623L


623M


  • Clash level (first hit): 3
623H


  • Clash level (first hit): 3
Thunder
22L


  • Clash level (first hit): 3
  • Damage (Easy): 400, 600
22M


  • Clash level (first hit): 3
  • Damage (Easy): 400, 600
22H


  • Clash level (first hit): 3
  • Damage (Easy): 400, 300*3
Thunder (Aerial)
j.22L


  • Damage (Easy): 600
j.22M


  • Damage (Easy): 600
j.22H


  • Damage (Easy): 600

Skybound Art

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Gamma Ray
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Armageddon
236236U


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

Sources

Navigation

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