GBVSR/Frame Data

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How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data

Character Comparisons

Name HP
 Gran 16000
 Katalina 16000
 Charlotta 16000
 Lancelot 16000
 Percival 16000
 Ladiva 18000
 Metera 15000
 Lowain 16000
 Ferry 15000
 Zeta 16000
 Vaseraga 18000
 Beelzebub 16000
 Narmaya 16000
 Soriz 17000
 Djeeta 16000
 Zooey 16000
 Belial 16000
 Cagliostro 16000
 Yuel 16000
 Anre 16000
 Eustace 16000
 Seox 16000
 Vira 16000
 Avatar Belial 14000
 Nier 15000
 Grimnir 16000
 Siegfried 17000
 Anila 16000

System Data

Attack Level

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.

Evade

  • Total: 29F
  • Strike and Projectile Invul on 1-25F
  • 26F onward in counter hit state

Cross-Over

All Characters Except  Ladiva
  • Total: 29F
  • 1-21F Above Knee Invulnerability A state where a character cannot be hit. A common component of reversal moves.
 Ladiva
  • Total: 33F
  • 1-22F Above Knee Invulnerability

Knockdown

Hard Knockdown:

28F after groundbounce

Ground Recovery:

In-place and Back roll: ??F
  • Recovery can be buffered 5F before landing, and can be done during the first 6F after landing.
  • All knockdowns have 9F throw invincibility upon wakeup.

Throw Invincibility

  • During Prejump
  • Hitstun/Blocking + 6F after
  • Any knockdown regardless of ground recovery + 9F after
  • Air Recovery + Until L + 9F after
  • Throw Break + 7F after
  • Some attacks are throw invincible, which is noted in the Frame Data.

Damage Scaling

Damage Scaling
Combo Count Damage Dealt
1 hit 100%
2 hit 100%
3 hit 70%
4 hit 60%
5 hit 50%
6 hit 40%
7 hit 30%
8+ hit 20%
  • Normal throws count as 2 hits for damage scaling purposes.
  • Multi-hitting attacks, such as  Gran's 236HGBVSR Gran 236L.pngGuardAllStartup14RecoveryTotal 45Advantage+3 or  Charlotta's 214XGBVSR Charlotta 214X.pngGuardMidStartup7Recovery15Advantage-2 series all count as 1 hit for damage scaling purposes.
  • The minimum scaling for Ultimate Skills is 40%.
  • The minimum scaling for Skybound Arts and Super Skybound Arts is 50%.

Skybound Gauge Gain Table

Skybound Gauge Gain Table
Situation Formula
Walking 16 per frame
Running 10 per frame when in full speed
Jumping forward
Performing a skill (L/M version) 100 or 200
Performing a skill (H version) 200 or 400
Opponent getting hit Value based on attack × combo decay
Getting hit Scaled Damage × 0.5
Opponent blocking attack Value based on attack × 0.5
Blocking attack Base Damage × 0.18
Instant blocking attack (Base Damage × 0.18) + 100
  • A full Skybound Gauge is 10,000 units, so 100 units = 1% of Skybound Gauge.
  • Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
    • Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of Skybound Gauge (100 units).
  • Inputting a skill will immediately give you a fixed amount of Skybound Gauge whether the move hits or not.
  • Performing a multi-hitting skill will gain gauge only based on how many hits lands.
    • Example: A 3-hit special with gauge gain like 400+720, 120x2 will give you 400 upon inputting the special, and the first landing hit (or blocked hit) will give you 720 (360) gauge regardless of which part of the move hits.
  • Attacks that cost Skybound Gauge do not gain any Skybound Gauge for the attacker.
  • Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Skybound Gauge like Normal Block.

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