GBVS/Beelzebub/Frame Data: Difference between revisions

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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Full}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U Full}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
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{{Description|14|text=
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{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
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{{Description|14|text=
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{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
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{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
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! colspan=19 style="background: white;"|Shadowstep
! colspan=19 style="background: white;"|Shadowstep
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U Full}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
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{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH Full}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
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{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
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! colspan=19 style="background: white;"|Black Flies
! colspan=19 style="background: white;"|Black Flies
|-
|-
{{AttackVersion|name=236L lvl 1|rowspan=2}}
{{AttackVersion|name=236L lvl 1|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L lvl 1 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L lvl 1}}
{{#lst:{{BASEPAGENAME}}/Data|236L lvl 1 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236L lvl 2|rowspan=2}}
{{AttackVersion|name=236L lvl 2|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L lvl 2 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L lvl 2}}
{{#lst:{{BASEPAGENAME}}/Data|236L lvl 2 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236M lvl 1|rowspan=2}}
{{AttackVersion|name=236M lvl 1|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 1 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 1}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 1 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236M lvl 2|rowspan=2}}
{{AttackVersion|name=236M lvl 2|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 2 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 2}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 2 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236M lvl 3|rowspan=2}}
{{AttackVersion|name=236M lvl 3|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 3}}
{{#lst:{{BASEPAGENAME}}/Data|236M lvl 3 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236H lvl 1|rowspan=2}}
{{AttackVersion|name=236H lvl 1|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 1 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 1}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 1 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236H lvl 2|rowspan=2}}
{{AttackVersion|name=236H lvl 2|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 2 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 2}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 2 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236H lvl 3|rowspan=2}}
{{AttackVersion|name=236H lvl 3|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 3}}
{{#lst:{{BASEPAGENAME}}/Data|236H lvl 3 Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L Full}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=623M|rowspan=2}}
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M Full}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
|-
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=623H|rowspan=2}}
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H Full}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214M|rowspan=2}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22L Full}}
{{#lst:{{BASEPAGENAME}}/Data|22L}}
{{#lst:{{BASEPAGENAME}}/Data|22L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=22M|rowspan=2}}
{{AttackVersion|name=22M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22M Full}}
{{#lst:{{BASEPAGENAME}}/Data|22M}}
{{#lst:{{BASEPAGENAME}}/Data|22M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=22H|rowspan=2}}
{{AttackVersion|name=22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22H Full}}
{{#lst:{{BASEPAGENAME}}/Data|22H}}
{{#lst:{{BASEPAGENAME}}/Data|22H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.214L|rowspan=2}}
{{AttackVersion|name=j.214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.214M|rowspan=2}}
{{AttackVersion|name=j.214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=j.214H|rowspan=2}}
{{AttackVersion|name=j.214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
|-
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! colspan=19 style="background: white;"|Black Spear
! colspan=19 style="background: white;"|Black Spear
|-
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=236236[H] |subtitle=|rowspan=2}}
{{AttackVersion|name=236236[H] |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236[H] Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236[H]}}
{{#lst:{{BASEPAGENAME}}/Data|236236[H] Extra}}
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{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214214H |subtitle=|rowspan=2}}
{{AttackVersion|name=214214H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214H}}
{{#lst:{{BASEPAGENAME}}/Data|214214H Extra}}
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{{Description|14|text=
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Extra}}
|-
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{{Description|14|text=
{{Description|14|text=

Revision as of 20:07, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data



Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Shadowstep
5U


Universal Mechanics

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Ground Throw


Air Throw


Overhead Attack


Skills

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Black Flies
236L lvl 1


  • Damage (Easy): 700
236L lvl 2


  • Damage (Easy): 700, 50
236M lvl 1


  • Damage (Easy): 800, 50
236M lvl 2


  • Damage (Easy): 800, 50*2
236M lvl 3


  • Damage (Easy): 800, 50*4
236H lvl 1


  • Damage (Easy): 400, 400, 50
236H lvl 2


  • Damage (Easy): 400, 50, 400, 50*2
236H lvl 3


  • Damage (Easy): 400, 50*2, 400, 50*4
Langelaan Field
623L


  • Clash level: 10 (Easy), 14 (Technical)
623M


  • Clash level: 10 (Easy), 16 (Technical)
623H


  • Clash level: 10 (Easy), 18 (Technical)
Chaoscalibur
214L


214M


214H


Karma
22L


  • Clash level: 4
22M


  • Clash level: 4
22H


  • Clash level: 4
Unisonic
j.214L


  • Clash level: 2
j.214M


  • Clash level: 2
j.214H


  • Clash level: 2
  • Second part only comes out on hit

Skybound Art

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Black Spear
236236H


  • Clash level: 20 (Easy), 25 (Technical)
236236[H]


  • Clash level: 20 (Easy), 25 (Technical)
Anthem
214214H


  • Clash level (second hit): 30 (Easy), 35 (Technical)
  • Second part only comes out on hit
  • Damage (Easy): 2500
Chaos Legion
236236U


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

Sources

Navigation

To edit frame data, edit values in GBVS/Beelzebub/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.