GBVS/Cagliostro/Frame Data

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System Data

Health:10,000
Prejump:4F
Backdash:22F
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 Cagliostro cL.png 400 Mid 5 3 6 +2 +6 - - 0 - - - -
c.MGBVS Cagliostro cM.png 700 Mid 6 3 15 -3 1 - - - - - - -
c.HGBVS Cagliostro cH.png 700 + 3*100 Mid 9 8 20 -3 1 - - - - - - -
Auto Combo 1GBVS Cagliostro cXX.png
c.XX
350 Mid - - - -3 +1 - - - - - - -
Auto Combo 2GBVS Cagliostro cXXX.png
c.XXX
280 Mid - - - -4 0 - - - - - - -
f.LGBVS Cagliostro fL.png 400 Mid 6 3 15 -5 -1 - - - - - - -
f.MGBVS Cagliostro fM.png 700 Mid 10 6 15 -6 -2 - - - - - - -
f.HGBVS Cagliostro fH.png 1000 Mid 9 6 20 -5 -1 - - - - - - -
2LGBVS Cagliostro 2L.png 400 Low 6 3 6 +2 +6 - - - - - - -
2MGBVS Cagliostro 2M.png 700 Mid 8 3 16 -4 0 - - - - - - -
2HGBVS Cagliostro 2H.png 1000 Mid 11 5 24 -12 -8 - - - - - - -
2UGBVS Cagliostro 2U.png 700 Low 7 6 21 -12 HKD - - 2 - - - -
j.LGBVS Cagliostro jL.png 400 High/Air 5 - - - - - - - - - - -
j.MGBVS Cagliostro jM.png 600 High/Air 6 - - - - - - - - - - -
j.HGBVS Cagliostro jH.png 800 High/Air 8 - - - - - - - - - - -

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
CollapseGBVS Cagliostro 5U.png
5U
500 Mid 18 - - -6 -2 - - - - - - -
CollapseGBVS Cagliostro jU.png
j.U
500 All - - - - - - - - - - - -
CollapseGBVS Cagliostro 5U.png
6U
Lv 1/2/3/4/5
400 Mid 18 - - -8 -4 - - - - - - -
600 Mid 18 - - -3 +1 - - - - - - -
700 Mid 18 - - +2 +6 - - - - - - -
800 Mid 18 - - +3 +7 - - - - - - -
1000 Mid 18 - - +7 KD - - - - - - -

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 Cagliostro FThrow.png - Throw 7 - - - HKD - - 0, 4 - - - -
Air ThrowGBVS Cagliostro AirThrow.png - - - - - - - - - - - - - -
Overhead AttackGBVS Belial 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
Mehen200x200px
Set
200x200px
Activate

236L/M/H
400 - 50 - - - - - - - 24 - - -
400 Mid 50 - - - - - - - 24 - - -
400x2 Mid 38 - - - - - - - 24 - - -
AlexandriaGBVS Cagliostro Alexandria.png
214L/M/H
1000 Mid 15 10 16 -9 KD - - - - - - -
1200 Mid 21 13 16 -12 KD - - - - - - -
1200 Mid 12 13 16 -12 HKD - - - - - - -
CalculatedGBVS Cagliostro CalculatedL.png
623L/M/H
1000 Mid 20 - - -5 - - - - - - - -
1000 Mid 24 - - -5 - - - - - - - -
1200 Mid 20 - - -5 - - - - - - - -
Spare BodyGBVS Cagliostro SpareBody.png
22L/M/H
- - 23 - - - - - - - - - - -
- - 24 - - - - - - - - - - -
1000 Mid 18 - - +1 - - - - - - - -

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
Ars MagnaGBVS Cagliostro ArsMagna.png
236236H
2000 + 5*300 All - - - - - - - - - - - -
Everything's Coming Up CagliostroGBVS Cagliostro EverythingsComingUpCagliostro.png
236236U
4500 All - - - - - - - - - - - -

Sources

Navigation

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