GBVS/Lowain/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
c.L 400 Mid 5 3 6 +2 +6 - 0 - - - - -
c.M 350, 250, 150 Mid 7 8 15 -4 0 - 2 - - - - -
c.H 550*2 Mid 10 9 21 -4 0 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid 9 - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid 12 - - -4 0 - 3 - - - - -
f.L 400 Mid 6 3 15 -5 -1 - 1 - - - - -
f.M 700 Mid 10 2 19 -6 -2 - 2 - - - - -
f.H 1000 Mid 11 6 18 -7 -3 - 3 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 Mid 8 5 15 -5 -1 - 2 - - - - -
2H 1000 Mid 12 4 24 -11 -6 - 3 - - - - -
2U 700 Low 8 10 17 -11 HKD - 2 - - - - -
j.L 400 High/Air 6 - - - - - 1 - - - - -
j.M 550 High/Air 8 - - - - - 1 - - - - -
j.H 800 High/Air 9 - - - - - 2 - - - - -
j.U 250*N High/Air 12 - - - - - 2 - - - - -

Unique Action[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Don't Mind If I Do
5U - - - - 57 - - - - - - - - -

Universal Mechanics[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw 1500 Throw 7 3 34 HKD HKD - 0, 4 - - - - -
Air Throw 1500 Airthrow 5 5 Until Landing HKD HKD - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-36 Throw
23-36 Low
22-35 Airborne

Skills[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Sammy & Tommy
236L 700 Low 21 - - - KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
236M 700 All 39 - - - - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
236H 700*2 Low, All 21 - - - - - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 600*2
Come at Me, Bro!
623L 1200 Unblockable 4 19 8 KD KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
623M 1200 Unblockable 4 19 - KD KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
623H 1200 Unblockable 1 19 6 HKD HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: ? (Attack)
Awesome Sauce
214L 800 Mid 19 10 9 -4 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M 500*2 Mid 17 12 21 -8 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214H 400*2, 300 Mid 15 22 18 -1 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Magnificent Tool of Destruction
22L 400*2 All 38 - - +55 - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300*2
22M 800 All 47 - - +22 - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 700
22H 170*6 All 39 - - +37 KD - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 120*6

Skybound Art[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Human! Pyramid! Attack!
236236H - - - - - - - - - - - - - -
Pyramid > G - - - - - - - - - - - - - -
Pyramid > L 200*3 Mid - - - - - - 1 - - - - -
Pyramid > M 700 Mid - - - - - - 4 - - - - -
Pyramid > H 800 High - - - - - - 4 - - - - -
Pyramid > U 900 Low - - - - KD - 4 - - - - -
Pyramid > 236U 1500 Mid - - - - HKD - 4 - - - - -
  • Clash level: 20 (S), 25 (236U)
  • Damage (S): 1400
Try This on for Size!
236236U - - - - - - - - - - - - - -
Yggdrasil > L 600*3 All - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 540*3
Yggdrasil > M 1000 All - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 900
Yggdrasil > H 2000 Unblockable - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 1800
Yggdrasil > U 1400, 200*5 All - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 1260, 180*5

Sources[edit]

Navigation[edit]


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