GBVS/Zooey/Frame Data

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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.


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 landing 0 1
j.M 550 High/Air 8 6 Until landing 1
j.H 800 High/Air 9 6 Until landing 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 Spinning Slash 700 Mid 15 4 19 -6 -2 3
214M Spinning Slash 800 Mid 19 4 17 -4 0 3
214H Spinning Slash 800 Mid 16 4 19 -4 0 4
214XX Ray Strike 400 Low 18 6 19 -8 KD 3
214X6X Bisection 600 Mid 19 6 24 -11 KD 4
623L Aerial Spinning Slash 250×4 All 27 4*3 13 -2 +2 2
623M Aerial Spinning Slash 300, 200×5 All 14 6(16)2*6 13 0 +4 2 14~19 All
623H Aerial Spinning Slash 300, 200×5 Mid, All*5 9 11(13)2*6 11 +2 HKD [+6] 2 9~19 All
22L Thunder 400, 700 Mid, All 15 [19] 9 [6] 25 -14 (-2) [+3] -10 (+2) [+7] 0, 2
22M Thunder 400, 700 Mid, All 15 [19] 9 [6] 25 -14 [+3] -10 [+7] 0, 2
22H Thunder 400, 350×3 Mid, All*3 15 [19] 9 [10,10,6] 32 +5 [+12] +9 [+16] 0, 2×3
j.22L Thunder (Midair) 700 All 22 9 Until landing +10 2
j.22M Thunder (Midair) 700 All 22 9 Until landing +10 2
j.22H Thunder (Midair) 700 All 22 13 Until landing +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 landing +6 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4


Navigation

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