GBVS/Zooey/Frame Data

From Dustloop Wiki
< GBVS‎ | Zooey
Revision as of 02:08, 20 May 2021 by Shtkn (talk | contribs)

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 Zooey cL.png


c.MGBVS Zooey cM.png


c.HGBVS Zooey cH.png


Auto Combo 1GBVS Zooey cXX.png
c.XX


Auto Combo 2GBVS Zooey cXXX.png
c.XXX


f.LGBVS Zooey fL.png


f.MGBVS Zooey fM.png


f.HGBVS Zooey fH.png


2LGBVS Zooey 2L.png


2MGBVS Zooey 2M.png


2HGBVS Zooey 2H.png


2UGBVS Zooey 2U.png


j.LGBVS Zooey jL.png


j.MGBVS Zooey jM.png


j.HGBVS Zooey jH.png


j.UGBVS Zooey jU.png


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
ConvergenceFile:GBVS Zooey Convergence.png
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 WishFile:GBVS Zooey TheLastWish.png
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. 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 Zooey GroundThrow.png


Air ThrowGBVS Zooey AirThrow.png


Overhead Attack GBVS Zooey 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
Immortal ThrustFile:GBVS Zooey Immortal Thrust.png
236L


  • Consumes 400 Dragon Gauge on frame 17
  • Damage (Easy): 600
Heavy BreathFile:GBVS Zooey Breath.png
236M


  • Consumes 600 Dragon Gauge on frame 32
  • Damage (Easy): 250, 450*2
Sweeping BeamFile:GBVS Zooey Sweeping Beam.png
236H


  • Consumes 1000 Dragon Gauge on frame 71
  • Damage (Easy): 150*5, 110*8
Spinning SlashFile:GBVS Zooey Spinning Slash.png
214L/M/H


  • Clash level: 2
  • Clash level: 2
  • Clash level: 3
Ray StrikeFile:GBVS Zooey RayStrike.png
214X > L/M/H


  • Clash level: 2 (214L/M > X), 3 (214H > X)
BisectionFile:GBVS Zooey Bisection.png
214X > 6L/M/H


  • Clash level: 2 (214L/M > X), 3 (214H > X)
Aerial Spinning SlashFile:GBVS Zooey AerialSpinningSlash.png
623L/M/H


  • Clash level (first hit): 3
  • Clash level (first hit): 3
ThunderFile:GBVS Zooey Thunder.png
22L/M/H


  • Clash level (first hit): 3
  • Damage (Easy): 400, 600
  • Clash level (first hit): 3
  • Damage (Easy): 400, 600
  • Clash level (first hit): 3
  • Damage (Easy): 400, 300*3
Thunder (Aerial)File:GBVS Zooey Aerial Thunder.png
j.22L/M/H


  • Damage (Easy): 600
j.22M


  • Damage (Easy): 600
j.22H


  • Damage (Easy): 600

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
Gamma RayFile:GBVS Zooey GammaRay2.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
ArmageddonFile:GBVS Zooey Armageddon.png
236236U


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

Sources

Navigation

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