GBVS/Djeeta/Frame Data

From Dustloop Wiki
< GBVS‎ | Djeeta
Jump to navigation Jump to search
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.


System Data

name health prejump backdash Unique Movement Options
Djeeta 10,000 4f 24f

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 6 3 12 0 +4 2
c.H 1200 Mid 8 4 18 -3 +1 4
c.XX 350 Mid 9 3 15 -3 +1 2
c.XXX 350 Mid 12 3 18 -4 0 3
f.L 400 Mid 6 5 11 -3 +1 1
f.M 700 Mid 8 3 18 -6 -2 2
f.H 1000 Mid 10 5 21 -9 -5 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 6 12 -3 +1 2
2H 1000 Mid 10 6 24 -13 -9 3
2U 700 Low 7 6 21 -12 HKD 2
j.L 400 High/Air 5 Until L 0 1
j.M 550 High/Air 6 6 Until L 1
j.H 800 High/Air 7 6 Until L 2
j.U 700 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 Overdrive Surge 800/1000/1200/1400/1800 All 28/16* 5 14 -2 +3 [Forced Crouch] 3 4~20 (lvl 4)
5[U] ~ X Cancel Total 15


Special Moves

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 700 (easy)
800 (technical)
All 16 Total 47 -7 -3 2
236M M Reginleiv 700 (easy)
800 (technical)
All 16 Total 47 -7 -3 2
236H H Reginleiv 300×3 (easy)
300×2, 400 (technical)
All 16 Total 47 +2 +6 2
236[L] L Reginleiv: Recidive 800 (easy)
900 (technical)
All 41 Total 69 -4 0 2
236[M] M Reginleiv: Recidive 800 (easy)
900 (technical)
All 41 Total 69 -4 0 2
236[H] H Reginleiv: Recidive 300×2, 400 (easy)
300×2, 500 (technical)
All 30 Total 60 +8 +12 3, 2×3
214L L Vorpal Blade 350×2 Mid 14 3(11)3 20 -6 -2 3
214M M Vorpal Blade 400×2 Mid 20 3(13)3 18 -4 0 3
214X > 214X Vorpal Blade (2) 500 Mid 20 3 22 -8 KD 3
214H H Vorpal Blade 300×2 Mid 15 2(8)5 18 -6 -2 3
214H > 214H H Vorpal Blade (2) 350×2 Mid 11 2(10)3 20 -6 HKD 3
214H > 214H > 214H H Vorpal Blade (3) 400 Mid 17 3 22 -8 HKD 3
623L L Rising Sword 600, 200 (easy)
700, 300 (technical)
Mid, All 9 2,9 30 -14 to -22 +24 KD 4, 3 1~10 All
623M M Rising Sword 600, 250×2 (easy)
700, 300×2 (technical)
Mid, All*2 12 2,3,17 29 -22 to -27 +21 KD 4 1~15 All
623H H Rising Sword 1200 (easy)
1400 (technical)
Mid*3, All 9 -62 +52 HKD 4 1~19 All

Supers

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 3700→2500 Mid*1, All 7+6 -20, -10, -10, -10, -10, -10, -10, -10, -11, -11, -48 HKD 4 1-17 All
236236U Skyfall 4500→3500 Mid 7+5 -46 to -52 HKD 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 1500 Throw 7 3 31 0, 4
Air Throw 1500 Throw 5 5 Until L+6 0, 4
Overhead Attack 1000 High 26 6 17 -4 to +1 +1 to +6 4


Navigation

Djeeta
Ambox notice.png To edit frame data, edit values in GBVS/Djeeta/Data.