GBVS/Beelzebub/Frame Data

From Dustloop Wiki
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data[edit]

Health[edit]

10000


Prejump[edit]

4f

Backdash[edit]

??f

Movement[edit]

Shadowstep, Unique Backdash



Normal Moves[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
c.L 400 Mid 5 3 6 +2 +6 - 0 10 14 14 - -
c.M 700 Mid 7 3 12 0 +4 - 2 14 18 18 - -
c.H 800, 200*2 Mid 10 6 19 -2 +2 - 4 18 22 22 - -
Auto Combo 1
c.XX
200, 150 Mid - - 16 -2 +2 - 2 14 18 18 - -
Auto Combo 2
c.XXX
350 Mid - - 20 -4 0 - 3 16 20 20 - -
f.L 400 Mid 6 3 15 -5 -1 - 1 12 16 16 - -
f.M 700 Mid 8 4 17 -6 -2 - 2 14 18 18 - -
f.H 1000 Mid 10 9 24 -16 -12 - 3 16 20 20 - -
2L 400 Low 6 3 6 +2 +6 - 0 10 14 14 - -
2M 700 Mid 7 6 14 -5 -1 - 2 14 18 18 - -
2H 1000 Mid 12 6 28 -16 -12 - 3 16 20 30 - -
2U 700 Low 9 6 18 -9 HKD - 2 14 18 30 - -
j.L 400 High/Air 5 - - - - - 1 12 14 16 - -
j.M 600 High/Air 7 - - - - - 2 14 14 18 - -
j.H 400, 200*2 High/Air [All] 9 - - - - - 2 14 14 18 - -
j.U 800 High/Air 11 - - - - - 2 14 14 18 - -

Unique Action[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Shadowstep
5U - - 12 13 15 - - - - - - - - -

Universal Mechanics[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw 1500 Throw - - - HKD HKD - 0, 4 - - - - -
Air Throw 1500 Airthrow - - Until Landing HKD HKD - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-36 Throw
23-36 Low
22-35 Airborne

Skills[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Black Flies
236L lvl 1 800 All 18 - - -4 0 - 2 - - - - -
  • Damage (Easy): 700
236L lvl 2 800, 100 All 33 - - +3 +7 - 2 - - - - -
  • Damage (Easy): 700, 50
236M lvl 1 900,100 All 38 - - +4 +12 - 2 - - - - -
  • Damage (Easy): 800, 50
236M lvl 2 900, 100*2 All 59 - - +11 KD - 2 - - - - -
  • Damage (Easy): 800, 50*2
236M lvl 3 900, 100*4 All 83 - - +26 KD - 2 - - - - -
  • Damage (Easy): 800, 50*4
236H lvl 1 500, 500, 100 All 18 - - +2 HKD - 2 - - - - -
  • Damage (Easy): 400, 400, 50
236H lvl 2 500, 100, 500, 100*2 All 33 - - +9 HKD - 2 - - - - -
  • Damage (Easy): 400, 50, 400, 50*2
236H lvl 3 500, 100*2, 500, 100*4 All 48 - - +23 HKD - 2 - - - - -
  • Damage (Easy): 400, 50*2, 400, 50*4
Langelaan Field
623L 1000 All 11 - - -30 KD - 2 14 18 22 - -
  • Clash level: 10 (Easy), 14 (Technical)
623M 1000 All 19 - - -30 KD - 2 14 18 22 - -
  • Clash level: 10 (Easy), 16 (Technical)
623H 1200 Mid 11 - - -26 HKD - 4 18 22 60 - -
  • Clash level: 10 (Easy), 18 (Technical)
Chaoscalibur
214L 200, 400*2 Mid 16 - - -6 KD - 4 18 - 60 - -
214M 250, 500*2 Low 20 - - -5 KD - 4 18 - 60 - -
214H 200*6 Low*3, Mid*3 14 - - -3 HKD - 4 18 - 60 - -
Karma
22L 100 All 25 27 14 -2 +22 - 3 16 40 40 - -
  • Clash level: 4
22M 100 All 40 27 14 -2 +22 - 3 16 40 40 - -
  • Clash level: 4
22H 100 All 25 27 19 +2 +29 - 3 16 40 60 - -
  • Clash level: 4
Unisonic
j.214L 900 All 22 - - -2 KD - 3 - - 60 - -
  • Clash level: 2
j.214M 1200 All 34 - - +4 KD - 3 - - 60 - -
  • Clash level: 2
j.214H 800, 400 All 13 - - +4 HKD - 3 - - 60 - -
  • Clash level: 2
  • Second part only comes out on hit

Skybound Art[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Black Spear
236236H 2500→2000 All 7+4 - - -39 HKD - 4 18 - 60 - -
  • Clash level: 20 (Easy), 25 (Technical)
236236[H] 100*1~11, 2500→2000 Mid*1~11, All 7+4 - - - HKD - 4 18 - 60 - -
  • Clash level: 20 (Easy), 25 (Technical)
Anthem
214214H 3000→2500 Throw 13+0 - - HKD HKD - 0, 4 - - - - -
  • Clash level (second hit): 30 (Easy), 35 (Technical)
  • Second part only comes out on hit
  • Damage (Easy): 2500
Chaos Legion
236236U 4500→3500 Mid→All 8+7 - - -26 HKD - 4 18 - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Beelzebub/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
GBVS Smallicon.pngGranblue Fantasy Versuse
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesGaugesMisc