GBVS/Cagliostro/Frame Data: Difference between revisions

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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.L|[[File:GBVS_Cagliostro_cL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
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{{#lst:{{BASEPAGENAME}}/Data|c.M}}
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{{#lst:{{BASEPAGENAME}}/Data|c.H}}
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{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 1|[[File:GBVS_Cagliostro_cXX.png|200x200px]]}}|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 2|[[File:GBVS_Cagliostro_cXXX.png|200x200px]]}}|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
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{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.L|[[File:GBVS_Cagliostro_fL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
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{{#lst:{{BASEPAGENAME}}/Data|f.M}}
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{{#lst:{{BASEPAGENAME}}/Data|f.H}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|2L}}
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{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2M|[[File:GBVS_Cagliostro_2M.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|2H}}
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|2U}}
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{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|j.L}}
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{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|j.M}}
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|j.H}}
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{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
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{{FullFrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"| {{Tt|Collapse|[[File:GBVS_Cagliostro_5U.png|200x200px]]<br/>5U<hr>[[File:GBVS_Cagliostro_5U.png|200x200px]]<br/>6U}}
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|6U Level 1}}
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{{AttackVersion|name=6U Level 3|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|6U Level 3}}
{{#lst:{{BASEPAGENAME}}/Data|6U Level 3}}
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{{AttackVersion|name=6U Level 4|subtitle=|rowspan=2}}
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{{AttackVersion|name=6U|subtitle=Level 4|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6U Level 4}}
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{{AttackVersion|name=6U Level 5|subtitle=|rowspan=2}}
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{{AttackVersion|name=6U|subtitle=Level 5|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6U Level 5}}
{{#lst:{{BASEPAGENAME}}/Data|6U Level 5}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Ground Throw|[[File:GBVS_Cagliostro_FThrow.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Air Throw|[[File:GBVS_Cagliostro_AirThrow.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Overhead Attack|[[File:GBVS_Belial_UOH.png|200x200px]]}} |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
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{{FullFrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|{{Tt|Mehen|[[File:GBVS_Cagliostro_Mehen.Setpng|200x200px]]<br/>Set<hr>[[File:GBVS_Cagliostro_Mehen.Setpng|200x200px]]<br/>Activate}}
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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;"|{{Tt|Alexandria|[[File:GBVS_Cagliostro_Alexandria.png|200x200px]]}}
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{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
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! colspan=19 style="background: white;"|{{Tt|Calculated|[[File:GBVS_Cagliostro_CalculatedL.png|200x200px]]}}
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{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
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! colspan=19 style="background: white;"|{{Tt|Spare Body|[[File:GBVS_Cagliostro_SpareBody.png|200x200px]]}}
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{{AttackVersion|name=22L|rowspan=2}}
{{AttackVersion|name=22L|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|{{Tt|Ars Magna|[[File:GBVS_Cagliostro_ArsMagna.png|200x200px]]}}
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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! colspan=19 style="background: white;"|???
! colspan=19 style="background: white;"|{{Tt|Everything's Coming Up Cagliostro|[[File:GBVS_Cagliostro_EverythingsComingUpCagliostro.png|200x200px]]}}
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}

Revision as of 06:12, 13 April 2021

System Data


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


c.MGBVS Cagliostro cM.png


c.HGBVS Cagliostro cH.png


Auto Combo 1GBVS Cagliostro cXX.png
c.XX


Auto Combo 2GBVS Cagliostro cXXX.png
c.XXX


f.LGBVS Cagliostro fL.png


f.MGBVS Cagliostro fM.png


f.HGBVS Cagliostro fH.png


2LGBVS Cagliostro 2L.png


2MGBVS Cagliostro 2M.png


2HGBVS Cagliostro 2H.png


2UGBVS Cagliostro 2U.png


j.LGBVS Cagliostro jL.png


j.MGBVS Cagliostro jM.png


j.HGBVS Cagliostro jH.png


j.UGBVS Cagliostro jU.png


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
GBVS Cagliostro 5U.png
6U
5U


6U
Level 1


6U
Level 2


6U
Level 3


6U
Level 4


6U
Level 5


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


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
MehenFile:GBVS Cagliostro Mehen.Setpng
Set
File:GBVS Cagliostro Mehen.Setpng
Activate
236L


236M


236H


AlexandriaFile:GBVS Cagliostro Alexandria.png
214L


214M


214H


CalculatedFile:GBVS Cagliostro CalculatedL.png
623L


623M


623H


Spare BodyFile:GBVS Cagliostro SpareBody.png
22L


22M


22H


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 MagnaFile:GBVS Cagliostro ArsMagna.png
236236H


Everything's Coming Up CagliostroFile:GBVS Cagliostro EverythingsComingUpCagliostro.png
236236U


Sources

Navigation

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