GBVS/Metera/Frame Data: Difference between revisions

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{{FullFrameDataHeader-DBFZ}}
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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|c.XX Full}}
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|c.XXX Full}}
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{{#lst:{{BASEPAGENAME}}/Data|2U Full}}
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
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! colspan=19 style="background: white;"|Zephyr
! colspan=19 style="background: white;"|Zephyr
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U Full}}
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{{FullFrameDataHeader-DBFZ}}
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{{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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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Full}}
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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}}
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! colspan=19 style="background: white;"|Starry Sky (High)
! colspan=19 style="background: white;"|Starry Sky (High)
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{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
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{{AttackVersion|name=236M|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
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{{AttackVersion|name=236H|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
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{{#lst:{{BASEPAGENAME}}/Data|j.236L Full}}
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{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
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{{AttackVersion|name=22H|rowspan=2}}
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! colspan=19 style="background: white;"|Dense Caress
! colspan=19 style="background: white;"|Dense Caress
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|236236U}}
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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


  • Clash level: 1
j.L


j.M


j.H


  • Clash level: 2
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.
Zephyr
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.
Starry Sky (High)
236L


  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
236M


  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
236H


  • Cooldown 519-561F. Easy input cooldown 639-681F
  • Damage (Easy): 300*3
j.236L


  • Cooldown 40-58F. Easy input cooldown 62-78F
  • Damage (Easy): 700
j.236M


  • Cooldown 48-75F. Easy input cooldown 69-94F
  • Damage (Easy): 700
j.236H


  • Cooldown 510-526F. Easy input cooldown 620-646F
  • Damage (Easy): 300*3
Starry Sky (Low)
214L


  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
214M


  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
214H


  • Cooldown 520-562F. Easy input cooldown 640-682F
  • Damage (Easy): 300*3
j.214L


j.214M


j.214H


The Great Fall
623L


  • Cooldown 20F. Easy input cooldown 200F
623M


  • Cooldown 20F. Easy input cooldown 200F
623H


  • Cooldown 480F. Easy input cooldown 600F
Aetherial Seal
22L


  • Cooldown 20F. Easy input cooldown 60F
22M


  • Cooldown 20F. Easy input cooldown 60F
22H


  • Cooldown 480F. Easy input cooldown 600F

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.
Dense Caress
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Rapid Pulverize
236236U


Sources

Navigation

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