GBVS/Zooey/Frame Data

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< GBVS‎ | Zooey
Revision as of 22:05, 17 July 2020 by PrivateTarkus (talk | contribs)
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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
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

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
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

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
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.