GBVS/Percival/Frame Data: Difference between revisions

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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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{{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}}
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{{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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{{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}}
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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}}
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|f.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|f.M}}
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{{#lst:{{BASEPAGENAME}}/Data|f.H Full}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
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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}}
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{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
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{{#lst:{{BASEPAGENAME}}/Data|j.U Full}}
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{| 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;"|X-Seele
! colspan=19 style="background: white;"|X-Seele
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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}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
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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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{| 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;"|Anzünden
! colspan=19 style="background: white;"|Anzünden
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{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
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{{AttackVersion|name=236M|rowspan=2}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
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{{Description|14|text=
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{{AttackVersion|name=236H|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
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{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L Full}}
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{{AttackVersion|name=623M|rowspan=2}}
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M Full}}
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{{Description|14|text=
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{{AttackVersion|name=623H|rowspan=2}}
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H Full}}
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{{AttackVersion|name=214L|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
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{{AttackVersion|name=214M|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
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{{AttackVersion|name=214H|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
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{{AttackVersion|name=214L > L|rowspan=2}}
{{AttackVersion|name=214L > L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L L}}
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{{AttackVersion|name=214M > L|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|214M L Full}}
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{{AttackVersion|name=214H > L|rowspan=2}}
{{AttackVersion|name=214H > L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H L Full}}
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{{AttackVersion|name=214L > M|rowspan=2}}
{{AttackVersion|name=214L > M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L M Full}}
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{{AttackVersion|name=214M > M|rowspan=2}}
{{AttackVersion|name=214M > M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M M Full}}
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{{AttackVersion|name=214H > M|rowspan=2}}
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{{AttackVersion|name=214L > H|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|214L H Full}}
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{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
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{{AttackVersion|name=22M|rowspan=2}}
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{{AttackVersion|name=22H|rowspan=2}}
{{AttackVersion|name=22H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22H Full}}
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{{FrameDataHeader-GBVS}}
{{FullFrameDataHeader-DBFZ}}
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! colspan=19 style="background: white;"|Lohenwolf
! colspan=19 style="background: white;"|Lohenwolf
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{{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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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236U Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236U}}
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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


  • Clash level: 1

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.
X-Seele
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.
Anzünden
236L


  • All versions do more damage if the first part of the projectile connects.
  • Cooldown 42-69F. Easy input cooldown 42-69F
  • Damage (Easy): 800→700
236M


  • Cooldown 45-56F. Easy input cooldown 65-76F
  • Damage (Easy): 800→700 [900→800]
236H


  • Cooldown 520-523F. Easy input cooldown 640-643F
  • Damage (Easy): 350*3→300*3 [400*3→350*3]
Platzen
623L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Lord's Strike
214L


  • Cooldown 20F. Easy input cooldown 200F
214M


  • Cooldown 20F. Easy input cooldown 200F
214H


  • Cooldown 480F. Easy input cooldown 600F
Schneiden
214L > L


214M > L


214H > L


  • Clash level: 3
Macht
214L > M


  • Clash level: 3
214M > M


  • Clash level: 3
214H > M


  • Clash level: 3
Zerreissen
214L > H


214M > H


214H > H


Träumerei
22L


  • Cooldown 20F. Easy input cooldown 200F
22M


  • Cooldown 20F. Easy input cooldown 200F
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.
Lohenwolf
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Feuerrote Krone
236236U


  • Damage of non-cinematic fireball: 2000
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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