GBVSR/Djeeta/Frame Data

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Djeeta

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Clash level 0 1 2 3 4
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18F.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
  • Most Dash H have an attack value of 4, but will only give +4 on counter hit.
For more values, see GBVSR/Frame Data


System Data

name health prejump backdash Unique Movement Options
Djeeta 16,000 4f 18f

Normal Moves

input damage guard startup active recovery onBlock onHit onCH level invuln
input damage guard startup active recovery onBlock onHit onCH level invuln
c.L 600 Mid 5 3 6 +4 +8 0
c.M 1100 Mid 6 3 12 0 +4 2
c.H 1600 Mid 8 4 18 -3 +1 4
c.XX 700 Mid 9 3 15 -3 +1 2
c.XXX 1000 Mid 12 3 18 -4 0 3
c.XX6M 1000 Low 12 3 Total 30 -4 KD 3
c.XX6H 1000 High 18 3 Total 42 -4 +1 3
f.L 600 Mid 6 5 7 +1 +5 1
f.M 900 Mid 8 3 18 -6 -2 2
f.H 1300 Mid 10 5 21 -9 -5 3
2L 400 Low 6 3 10 -2 +2 0
2M 900 Mid 7 6 12 -3 +1 2
2H 1300 Mid 11 6 24 -13 -9 3
2U 1000 Low 7 6 21 -12 HKD +43 2
66L 600 Mid 8 3 10 +2 +6 2
66M 1100 Low 12 4 Total 36 -8 KD 2
66H 1200 Mid 15 4 Total 41 -8 +10 2
j.L 600 High/Air 5 Until L 0 1
j.M 700 High/Air 6 6 Until L 1
j.H 1000 High/Air 7 6 Until L 2
j.U 900 High/Air 12 8 Until L 2

Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U lv0 Overdrive Surge 1200 All 26/16* 5 14 -2 +3 [Forced Crouch] 3
5U lv1 Overdrive Surge 1500 All 26/16* 5 14 -2 +3 [Forced Crouch] 3
5U lv2 Overdrive Surge 1800 All 26/16* 5 14 0 +5 [Forced Crouch] 3
5U Lv3 Overdrive Surge 2100 All 26/16* 5 14 0 +5 [Forced Crouch] 3
5U Lv4 Overdrive Surge 2400 All 26/16* 5 14 0 +5 [Forced Crouch] 3 4~20
5[U] ~ X Cancel Total 15

Skills

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L L Reginleiv 800 All 16 Total 47 -7 -3 2
236M M Reginleiv 800 All 16 Total 47 -7 -3 2
236H H Reginleiv 400×3 All 16 Total 47 +2 +6 2
236[L] L Reginleiv: Recidive 900 All 41 Total 69 -4 0 2
236[M] M Reginleiv: Recidive 900 All 41 Total 69 -4 0 2
236[H] H Reginleiv: Recidive 300 (charging hitbox),400×2, 500 All 30 Total 60 +8 +12 3, 2×3
214L L Vorpal Blade 350×2 Mid 14 3(11)3 20 -5 -1 3
214L~214L L Vorpal Blade Follow-up 500 Mid 20 3 22 -8 Air Recovery +13 3
214M M Vorpal Blade 400×2 Mid 20 - Total 56 -4 0 3
214M~214M M Vorpal Blade Follow-up 500 Mid 20 3 22 -8 KD +25 3
214H H Vorpal Blade 300×2 Mid 15 - Total 49 -8 -4 3
214H~214H H Vorpal Blade Follow-up 1 350×2 Mid 11 - Total 47 -8 KD +39 3
214H~214H~214H H Vorpal Blade Follow-up 2 500 Mid 17 3 22 -8 KD +29 3
623L L Rising Sword 500×2 Mid, All 6 - Total 42 -16 KD +24 4, 3
623M M Rising Sword 500,300×2 Mid, All*2 12 19 32 -27 Air Recovery +15 4 1-12 Full
623H H Rising Sword 400,200×2,300,200×2 Mid*3, All 11 58 32 -30 KD +28 4 1-21 Full
236U Ultimate Reginleiv 2000 All 11 Total 48 +5 HKD +58 2
623U Ultimate Rising Sword 2000 Mid 8 11 48 -22 HKD +43 2 1-18 Full
214U Ultimate Vorpal Blade 2600 All 13 Total 70-73 -4 HKD +52 2

Skybound Arts

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Eternal Ascendancy 500, 150×24, 400 [500, 3000] Mid 7+7 Total 176-181 [Total 64] -20 HKD +42 [HKD +35] 4 1-17 All
236236U Skyfall 1200, 300×6, 3000 [1000, 250×5, 1500] Mid 7+6 Total 128 [Total 89] -46 to -52 HKD +45 4 1-21 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 2500 Throw 4 3 26 0, 4
Air Throw 2500 Throw 5 5 Until L+6 0, 4
Raging Strike 1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15 4
Raging Chain 1000 +15
Brave Counter 500 Mid 10 Total 31 +6 Air Recovery +21

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