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|| Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | || Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||
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! colspan="1" | Attack Level Values | |||
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|| {{#lsth:GBVS/Frame_Data|Attack Level}} | |||
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|| For more values, see [[GBVS/Frame Data]] | |||
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Revision as of 08:18, 23 February 2023
System Data Glossary | |
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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 | |
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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.
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.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see GBVS/Frame Data |