GBVSR/2B/Frame Data

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< GBVSR‎ | 2B
 2B

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
Clash level 0 1 2 3 4
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18F.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
  • Most Dash H have an attack value of 4, but will only give +4 on counter hit.
For more values, see GBVSR/Frame Data


System Data

name health prejump backdash Unique Movement Options
2B 16,000 4f 18f Double Jump, 6[U]

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Input Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
5L 500 Mid 6 3 8 +2 +6 1
5LL 600 Mid 6 3 14 -2 +2
5LLL 700 Mid 10 3 18 -6 -2
5LLLL 500 All 10 Total 40 -6~+6 +20
5M 700 Mid 9 4 21 -10 -6 2
5MM 700 Mid 9 3 20 -8 -4
5MMM 300×3 Mid 10 6 21 -8 -4
5MMMM 400*3 Mid 11 2(2)2(2)4 21 -8 +29 SKD
5H 1400 Mid 14 5 24 -10 -6 4
5HH 900 Mid 15 3 26 -10 -6
5HHH 900 Mid 15 3 26 -10 -6
5HHHH 1200 Mid 15 3 26 -10 +26 SKD
5L~M 300×2, 500 Mid(All) 11(45) 3(3)3(18)~40 Total 68 -3 +31 SKD
5M~H 400×5 Mid 13 3(4)3(4)2(2)2(2)4 28 -15 +22 SKD
5H~L 1200, 700 Mid(All) 19 [48] -10 [+3] +23 [+50]
2L 400 Low 6 3 10 -2 +2 0
2M 900 Mid 8 4 16 -5 -1 2
2H 1300 Mid 11 6 23 -12 -8 3
2U 1000 Low 8 3 23 -11 +44 HKD 2
j.L 600 High 5 6 Until L+1 1
j.M 800 High/Air 7 6 Until L+1 2
j.H 900 High/Air 12 6 Until L+1 2

Unique Action

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
5U Evasive Maneuver Total 42 Catch 5-19 Strike
6U Evasive Maneuver Total 20 Catch 7-16 Strike
5U~U Counterstrike 1200 All 5 15 28 -12 +20 SKD 1-17 All
j.U Grab Pod L+3
j.U~U Grab Pod Follow-up 700 High/Air 11 6

Universal Mechanics

Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Ground Throw 2500 Throw 4 3 26 HKD 0, 4
Air Throw 2500 Throw 5 5 Until L+5 0, 4
Raging Strike 1500 Unblockable 28 1 37 Guard Crush - 4
Raging Chain 1000 Mid 13 3 18 - +15 4
Brave Counter 500 Mid 10 3 19 +6 KD 4

Skills

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln Cooldown SBG Gain
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln Cooldown SBG Gain
236L Pod A 150×5 All 13 27 Total 57 -4 +0
236M Pod B 1200 All 18/22 9 Total 46 -4/+0 +24/+28
236H Pod C 1400 All 13~28 16 Total 45 +4~+19 +43~+58
214L A160: Missile 1400 Mid 14 10 22 -6 +29 SKD
214M A090: Wire 700 All 23 29 Total 66 +5 +9
214H R030: Hammer 2000 Mid 19 6 19 -6/+6 +6/+42
22L A080: Wave 1200 All 33 12 Total 56 +3 +35~+43 SKD
22M A140: Gravity ~50 36
22H A150: Volt 1000 All 33 [12] Total 33 [Total 50] - [+6 ] - [+51 SKD]
236U R010: Laser 1600 All 16/20 Total 42 -4~+2 HKD
214U R020: Mirage 1000, 100×10 Mid 8 10 54 -26 +44 1-18 All
22U A130: Bomb 300×6 All 42 Total 51 +60 +64

Skybound Arts

  • All Skybound Arts have the following properties unless otherwise stated:
    • Cost 100% Skybound Gauge
    • Skybound Gauge Cooldown 300F after recovery
  • Damage values of SSBA with cinematics are written outside the brackets [] and assumes 1.2× damage
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
236236H Android Kick Sequence 800×5 [3000] Mid 8+6 3(21)3 36 -20 HKD +38 [HKD +32] 1-16 All
236236U Extermination Blade 1800, 360×4, 960, 60×10, 1200 [1500, 300×4, 1300] Mid 7+7 8 40 -35 HKD +42 1-15 All
720U Self-Destruct 6600 Unblockable 4+59+0 1-65 All

Combo Point Table

  • Unless otherwise stated, all multi-hitting moves only add the point at first hit, and add none afterwards.
Combo point Table
Command/Version L M H U
?? ?? ?? ?? ??
Move Points
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Navigation

 2B
To edit frame data, edit values in GBVSR/2B/Data.
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