GBVS/Charlotta/Frame Data

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System Data[edit]


Health:10,000
Prejump:4F
Backdash:22F
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 Charlotta cL.png 400 Mid 5 3 6 +2 +6 - 0 - - - - -
c.MGBVS Charlotta cM.png 700 Mid 6 3 16 -4 0 - 2 - - - - -
c.HGBVS Charlotta cH.png 1200 Mid 9 6 15 -2 +2 - 4 - - - - -
Auto Combo 1GBVS Charlotta cXX.png
c.XX
350 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2GBVS Charlotta cXXX.png
c.XXX
350 Mid - - - -4 0 - 3 - - - - -
f.LGBVS Charlotta fL.png 400 Mid 6 3 15 -5 -1 - 1 - - - - -
f.MGBVS Charlotta fM.png 700 Mid 7 3 18 -6 -2 - 2 - - - - -
f.HGBVS Charlotta fH.png 1300 Mid 24 6 18 -5 -1 - 4 - - - - -
2LGBVS Charlotta 2L.png 400 Low 6 3 6 +2 +6 - 0 - - - - -
2MGBVS Charlotta 2M.png 700 Mid 9 5 15 -2 +2 - 2 - - - - -
2HGBVS Charlotta 2H.png 1000 [1200] Mid 14 [27] 6 24 -13 [-11] -9 [-7] - 3 [4] - - - - -
2UGBVS Charlotta 2U.png 700 Low 9 6 18 -9 HKD - 2 - - - - -
j.LGBVS Charlotta jL.png 400 High/Air 5 - - - - - 1 - - - - -
j.MGBVS Charlotta jM.png 550 High/Air 6 - - - - - 1 - - - - -
j.HGBVS Charlotta jH.png 800 High/Air 8 - - - - - 2 - - - - -
j.UGBVS Charlotta jU.png 300, 700 High/Air 6 - - - - - 2 - - - - -

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.
KönigsschildGBVS Charlotta 5U.png
5U 1500 Unblockable 6 17 25 - - - 2 - - - - -

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 Charlotta Throw.png 1500 Throw 7 - - HKD HKD - 0, 4 - - - - -
Air ThrowGBVS Charlotta AirThrow.png 1500 Airthrow 5 - - HKD HKD - 0, 4 - - - - -
Overhead AttackGBVS Charlotta OverheadAttack.png 1000 High 26 3 20 -4 +1 - 4 - - - - 4-31 Throw
10-31 Low
9-30 Airborne

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.
Shining Onslaught2HGBVS Charlotta ShiningOnslaught.png
[4]6L 1000 Mid 13 14 - -4 0 - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
[4]6M 1400 Mid 16 15 8 -12 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 3
[4]6H 1200 Mid 11 16 8 -4 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2
Holy LadderGBVS Charlotta HolyLadder.png
[2]8L 500, 600 Mid, All 11 23 23 -8~-10 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10, 0 (Easy), 14, 0 (Technical)
[2]8M 800, 600 Mid, All 11 35 23 -8~-9 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10, 0 (Easy), 16, 0 (Technical)
[2]8H 100*8, 600 Mid 11 29 23 -8 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10, 0 (Easy), 18, 0 (Technical)
Sword of LumielGBVS Charlotta SwordOfLumiel.png
214L 200*2, 400 Mid 7 22 15 -2 +2 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M 200*5 Mid 18 42 12 +1 +5 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214H 200*5 Mid 12 43 9 +4 +8 - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Noble StrategyGBVS Charlotta NobleStrategy.png
22L - - 26 - - - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
22M - - 26 - - - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
22H - - 26 - - - - - - - - - - -
  • Cooldown 480F. Easy input cooldown 600F
With Surest Strike!GBVS Charlotta WithSurestStrike.png
22X 1200 Low 7 after landing - - <-5 KD - 4 - - - - -
With Flying Nobility!GBVS Charlotta WithFlyingNobility.png
22X > L 800 All 9 - - +1 +3 - 1 - - - - -
With Purest Bravery!GBVS Charlotta WithPurestBravery.png
22X > M 1200 High/Air 17 - - -3 KD - 4 - - - - -
With Sweetest Skills!GBVS Charlotta WithSweetestSkills.png
22X > H 1500 Throw 5 - - - KD - 0, 4 - - - - -

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.
Brilliant MoonGBVS Charlotta BrilliantMoon.png
236236H 3500→2500 Mid 8+5 - - -20 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Noble ExecutionGBVS Charlotta NobleExecution2.png
236236U 4500→3500 Mid, All 6+2 - - -18 HKD - 4 - - - - -
  • Damage of the non-cinematic downward slash: 2000
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]

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