GBVS/Anre/Frame Data

From Dustloop Wiki
< GBVS‎ | Anre
Jump to navigation Jump to search

System Data


Health:10,000
Prejump:4F
Backdash:Unknown
Unique Movements:


Normal Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
c.LGBVS Anre cL.png 400 All 6 3 6 +2 +6 - - - - - - -
c.MGBVS Anre cM.png - All 7 3 15 -3 +1 - - - - - - -
c.HGBVS Anre cH.png - All 11 6 15 -2 +2 - - - - - - -
Auto Combo 1GBVS Anre cXX.png
c.XX
- - - - - - - - - - - - - -
Auto Combo 2GBVS Anre cXXX.png
c.XXX
- - - - - - - - - - - - - -
f.LGBVS Anre fL.png - All 6 3 15 -5 -1 - - - - - - -
f.MGBVS Anre fM.png - All 10 5 16 -6 -2 - - - - - - -
f.HGBVS Anre fH.png - All 21 4, 2 17 -3 +1 - - - - - - -
2LGBVS Anre 2L.png - - 6 3 6 +2 +6 - - - - - - -
2MGBVS Anre 2M.png - - 11 3 15 -3 +1 - - - - - - -
2HGBVS Anre 2H.png - All 11 6 23 -12 -8 - - - - - - -
2UGBVS Anre 2U.png - Low 10 14 15 -14 HKD - - - - - - -
j.LGBVS Anre jL.png - - 5 - - - - - - - - - - -
j.MGBVS Anre jM.png - - 6 - - - - - - - - - - -
j.HGBVS Anre jH.png - - 9 - - - - - - - - - - -
j.6UGBVS Anre OneRiftSpear Forward.png - - 24 - - - - - - - - - - -
j.2UGBVS Anre OneRiftSpear Down.png - - 24 - - - - - - - - - - -

Unique Action

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Arm the BastionGBVS Anre ArmtheBastion Ground.png
5U
- - 5 - - - - - - - - - - -
Air Arm the Bastion200x200px
j.U
- - - - - - - - - - - - - -

Universal Mechanics

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Ground ThrowGBVS Anre FThrow.png - - - - - - - - - - - - - -
Air Throw200x200px - - - - - - - - - - - - - -
Overhead Attack GBVS Anre UOH.png - - - - - - - - - - - - - -

Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
RakashaGBVS Anre Rakasha.png
GBVS Anre RakashaExplode.png

236L/M/H
800 All 22 - - -5 -1 - - - - - - -
1000 All 40 - - +8 +12 - - - - - - -
800 All 20 - - +4 +8 - - - - - - -
Rakasha Followup
236X-X
500[400] N/A - - - N/A KD - - - - - - -
Spiral SpearGBVS Anre SpiralSpear.png
623L/H
GBVS Anre SpiralSpearM.png
623M

623L/M/H
100*4 All 11 - - -3 +1 - - - - - - -
100*5 All 11 - - -3 +1 - - - - - - -
75*8 All 11 - - -1 +3 - - - - - - -
  • M version whiffs on crouching opponents.
Radiance ReuinationGBVS Anre RadianceRuination.png
623X-6L
700 All - - - -5 -1 - - - - - - -
Astral PiercerGBVS Anre AstralPiercer.png
623X-6M
800 All - - - -6 KD - - - - - - -
Peerless ThrustGBVS Anre PeerlessThrust.png
623X-6H
1100 Low - - - -12 KD - - - - - - -
Grand HasteGBVS Anre GrandHaste.png
623X-6U
- N/A - - - -12 -8 - - - - - - -
Mantra WheelGBVS Anre MantraWheel.png
214L/M/H
200*4 All 15 - - -4 0 - - - - - - -
200*6 All 20 - - -3 KD - - - - - - -
200*5 All 16 - - -2 HKD - - - - - - -
Mantra Wheel (Air)GBVS Anre MantraWheel Air.png
j.214L/M/H
200*n All 17 - - - - - - - - - - -
200*n All 30 - - - - - - - - - - -
200*n All 14 - - - - - - - - - - -
Fleeting SparkGBVS Anre FleetingSpark1.png
[2]8L/M/H
700 All 3[29] - - -6 -2 - - - - - - -
1200 All 3[39] - - -10 KD - - - - - - -
600, 800 All 1[40] - - -10 HKD - - - - - - -

Skybound Art

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Astralance: AvertoGBVS Anre AstralanceEverto.png
GBVS Anre AstralanceEverto2.png
- - - - - - - - - - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Seven Spears of LightningGBVS Anre SevenSpearsofLightning.png
214214H
- - - - - - - - - - - - - -
Thousand-Spear VoidGBVS Anre ThousandSpearVoid2.png
GBVS Anre ThousandSpearVoid3.png

236236U
- - - - - - - - - - - - - -

Sources

Navigation

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