GBVS/Belial/Frame Data

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System Data

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

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

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 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

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
GoetiaGBVS Belial Goetia.png
236L/M/H
800 All 15 - - -10 -6 - - - - - - -
800 All 17 - - -10 -6 - - - - - - -
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

236X~4L/M/H
250x3 All - - - +1 +5 - - - - - - -
250x3 All - - - +1 +5 - - - - - - -
150x5 All - - - +12 +16 - - - - - - -
NotoriaGBVS Belial NotoriaL.png
L
GBVS Belial NotoriaM.png
M

623L/M/H
700, 300 All 9 - - -20 KD - - - - - - -
1000, 500 All 38 4 11 +2 KD - - - - - - -
600, 300, 500 All 9 - - -12 HKD - - - - - - -
AsmodeusGBVS Belial Asmodeus.png
GBVS Belial AsmodeusHit.png

214L/M/H
700, 500 All 15 - - -6 KD - - - - - - -
700, 700 All 21 - - -4 KD - - - - - - -
700, 600 All 14 - - -4 HKD - - - - - - -
VassagoGBVS Belial VassagoWhiff.png
GBVS Belial VassagoHit.png

632146L/M/H
2000 Throw 35 - - - HKD - T - - - - -
2500 Throw 53 - - - HKD - T - - - - -
2000 Throw 26 - - - HKD - T - - - - -

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
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

Navigation

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