GBVS/Belial/Frame Data: Difference between revisions

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(Missing moves+move names)
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Give Daddy Some Sugar
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Goetia
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{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Everyone's A Little Crooked
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{{#lst:{{BASEPAGENAME}}/Data|236L~4L Full}}
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! colspan=19 style="background: white;"|Notoria
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{{AttackVersion|name=623L|rowspan=2}}
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{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M Full}}
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{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H Full}}
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! colspan=19 style="background: white;"|Asmodeus
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{{AttackVersion|name=214L|rowspan=2}}
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! colspan=19 style="background: white;"|Vassago
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{{AttackVersion|name=632146L|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Legemeton
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|Anagenesis
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}

Revision as of 05:33, 5 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
j.U

Unique Action

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 Invuln
Give Daddy Some Sugar
5U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Goetia
236L
236M
236H
Everyone's A Little Crooked
236L~4L
236L~4M
236L~4H
Notoria
623L
623M
623H
Asmodeus
214L
214M
214H
Vassago
632146L
632146M
632146H

Skybound Art

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 Invuln
Legemeton
236236H
Anagenesis
236236U

Sources

Navigation

To edit frame data, edit values in GBVS/Belial/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.