GBVS/Belial/Frame Data

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System Data[edit]

Health:10,000
Prejump:??F
Backdash:??F
Unique Movements:


Normal Moves[edit]

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 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.LGBVS Belial cL.png 400 All 5 3 6 +2 +6 - - - - - - -
c.MGBVS Belial cM.png 700 All 6 3 12 0 +4 - - - - - - -
c.HGBVS Belial cH.png 1200 All 9 5 19 -5 -1 - - - - - - -
Auto Combo 1GBVS Belial cXX.png
c.XX
350 All - - - -3 +1 - - - - - - -
Auto Combo 2GBVS Belial cXXX.png
c.XXX
350 All - - - -4 0 - - - - - - -
f.LGBVS Belial fL.png 400 All 6 5 12 -4 0 - - - - - - -
f.MGBVS Belial fM.png 300, 500 All 6(8) 5 14 -2 +2 - - - - - - -
f.HGBVS Belial fH.png 500, 500 All 9 2,X 10 -5 -1 (forces crouch) - - - - - - -
2LGBVS Belial 2L.png 400 All 5 3 6 +2 +6 - - - - - - -
2MGBVS Belial 2M.png 700 Low 7 3 11 +1 +5 - - - - - - -
2HGBVS Belial 2H.png 1000 All 10 6 23 -12 -8 - - - - - - -
2UGBVS Belial 2U.png 700 Low 10 6 20 -11 HKD - - - - - - -
j.LGBVS Belial jL.png - High 5 Until Landing - - - - - - - - - -
j.MGBVS Belial jM.png 550 High 7 - - - - - - - - - - -
j.HGBVS Belial jH.png 700 High 10 - - - - - - - - - - -
j.UGBVS Belial jU.png 900 All 23 - - - - - - - - - - -

Unique Action[edit]

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 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.
Give Daddy Some SugarGBVS Belial GiveDaddySomeSugar.png
5U 200,800 ALL 4 79 53 -4 HKD - - - - - - -

Universal Mechanics[edit]

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 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 ThrowGBVS Belial FThrow.png 1500 Throw 7 - - - HKD T - - - - - -
Air ThrowGBVS Belial AirThrow.png 1500 Airthrow 7 - - - - T - - - HKD - -
Overhead AttackGBVS Belial UOH.png 1000 High 26 - - -4 +1 - - - - - - -

Skills[edit]

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 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.
GoetiaGBVS Belial Goetia.png
236L 800 All 15 - - -10 -6 - - - - - - -
236M 800 All 17 - - -10 -6 - - - - - - -
236H 300x3 All 15 - - +2 +6 - - - - - - -
Everyone's A Little CrookedGBVS Belial You Like It A Little Crooked Right.png
from 236L/H
GBVS Belial You Like It A Little Crooked Right M.png
from 236M
236L~4L 250x3 All - - - +1 +5 - - - - - - -
236L~4M 250x3 All - - - +1 +5 - - - - - - -
236L~4H 150x5 All - - - +12 +16 - - - - - - -
NotoriaGBVS Belial NotoriaL.png
L
GBVS Belial NotoriaM.png
M
623L 700, 300 All 9 - - -20 KD - - - - - - -
623M 1000, 500 All 38 4 11 +2 KD - - - - - - -
623H 600, 300, 500 All 9 - - -12 HKD - - - - - - -
AsmodeusGBVS Belial Asmodeus.png
GBVS Belial AsmodeusHit.png
214L 700, 500 All 15 - - -6 KD - - - - - - -
214M 700, 700 All 21 - - -4 KD - - - - - - -
214H 700, 600 All 14 - - -4 HKD - - - - - - -
VassagoGBVS Belial VassagoWhiff.png
GBVS Belial VassagoHit.png
632146L 2000 Throw 35 - - - HKD T - - - - - -
632146M 2500 Throw 53 - - - HKD T - - - - - -
632146H 2000 Throw 26 - - - HKD T - - - - - -

Skybound Art[edit]

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 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.
LegemetonGBVS Belial Legemeton.png
236236H 3500→2500 All 8+5 - - -19 HKD - - - - - - -
AnagenesisGBVS Belial AnagenesisStart.png
GBVS Belial Anagenesis.png
236236U 4500→3500 All 8+5 - - -29 HKD - - - - - - -

Sources[edit]

Navigation[edit]

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