GBVS/Zooey/Frame Data

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Revision as of 02:02, 15 May 2023 by Wakeup720 (talk | contribs)
 Zooey

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.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name health prejump backdash Unique Movement Options
Zooey 10,000 4f 22f

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 7 +2 +6 0
c.M 700 Mid 7 3 12 0 +4 2
c.H 1200 Mid 9 6 18 -5 -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 3 15 -5 -1 1
f.M 700 Mid 9 5 16 -6 -2 2
f.H 1000 Mid 9 5 19 -7 -3 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 8 4 14 -3 +1 2
2H 1000 Mid 10 5 24 -12 -8 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 8 6 Until L 1
j.H 800 High/Air 9 6 Until L 2
j.U 800 High/Air 7 7 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 Convergence 3 15~360 6
5U > 6X The Last Wish 700 Mid 5 8 22 -20 KD 4 2~4 All

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 Immortal Thrust 700 All 16 Total 45 -2 +2 3
236M Heavy Breath 300, 500×2 All 32 5,6,3 5 +16 KD 3
236H Sweeping Beam 160×5, 120×8 All 71 3×5 (32) 3×7, 2 Total 44 3
214L L Spinning Slash 700 Mid 15 4 19 -6 -2 3
214M M Spinning Slash 800 Mid 19 4 17 -4 0 3
214H H Spinning Slash 800 Mid 16 4 19 -4 0 4
214X > 5X Ray Strike 400 Low 18 6 19 -8 KD 3
214X > 6X Bisection 600 Mid 19 6 24 -11 KD 4
623L L Aerial Spinning Slash 250×4 All 27 4×3 13 -2 +2 2
623M M Aerial Spinning Slash 300, 200×5 All 14 6(16)2×6 13 0 +4 2 14~19 All
623H H Aerial Spinning Slash 300, 200×5 Mid, All×5 9 11(13)2×6 11 +2 HKD [+6] 2 9~19 All
22L L Thunder 400, 700 Mid, All 15 [19] 9 [6] 25 -14 (-2) [+3] -10 (+2) [+7] 0, 2
22M M Thunder 400, 700 Mid, All 15 [19] 9 [6] 25 -14 [+3] -10 [+7] 0, 2
22H H Thunder 400, 350×3 Mid, All×3 15 [19] 9 [10,10,6] 32 +5 [+12] +9 [+16] 0, 2×3
j.22L L Thunder (Midair) 700 All 22 9 Until L+10 2
j.22M M Thunder (Midair) 700 All 22 9 Until L+10 2
j.22H H Thunder (Midair) 700 All 22 13 Until L+10 HKD 2

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Gamma Ray 3500 Mid 8+4 6 40 -27 HKD 4 1~17 All
236236U Armageddon 4500→3500 Mid→All 8+7 15 61 -28 HKD 4 1~63 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 +1 4

Navigation

 Zooey
To edit frame data, edit values in GBVS/Zooey/Data.
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