GBVS/Djeeta: Difference between revisions

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== Overview ==
== Overview ==
Female player character counterpart in the original mobile game. Djeeta is another "shoto" archetype character who plays very similarly to Gran, utilizing simple attack options and constantly looking for misplay to punish. Compared to Gran, she gets longer-reaching normal attacks and 2 variants of fireball moves, giving her  safer tools to pressure opponent's defense with. However, she lacks advancing moves that put her close to opponent.
Djeeta is the female counterpart for the player character in the original game. As one might expect, she plays very similarly to Gran, being another one of the "shoto" archetype characters in the game. She enjoys slightly better range on her normals, a better fireball, and safer special cancels compared to Gran, at the cost of a strong advancing special.
{{Bio
{{Bio
| name = Djeeta
| name = Djeeta
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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Djeeta}} is a well-rounded rushdown character with slight emphasis on fireball pressure game.
| intro = {{Character Label|GBVS|Djeeta}} is a well-rounded rushdown character with an emphasis on fireball and rekka pressure.
| pros =
| pros =
* Good midrange control with her far normals and [[GBVS/Djeeta#Reginleiv|Reginleiv]].
* '''Good Pokes:''' Djeeta boats very strong pokes in her [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#2M|{{clr|3|2M}}]], and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which can be buffered or hit confirmed into her Vorpal Blade rekka for damage and corner carry.
Can change her fireball timing with [[GBVS/Djeeta#Reginleiv: Recidive|Reginleiv: Recidive]].
'''Excellent Fireball:''' Djeeta probably enjoys the best fireball of all of the shoto-clone characters in GBVS, as her version of [[{{PAGENAME}}#Reginleiv|Reginleiv]] can be charged to alter the timing of the fireball, as well as improving the frame advantage on hit and block.
*  Combos are long enough to fully recover her cooldowns.
'''Invincible Reversal:''' Like Gran's, Djeeta's [[{{PAGENAME}}#Rising Sword|Rising Sword]] is a fully invincible reversal on all strengths. The light version can be frustratingly difficult for opponents to punish, and the heavy version grants a hard knockdown which can be used to easily escape the corner with okizeme after a successful reversal.
Has a meterless reversal with [[GBVS/Djeeta#Rising Sword|Rising Sword]].
'''Strong Pressure:''' On top of having strong plus on block lights in [[{{PAGENAME}}#2L|{{clr|1|2L}}]] and [[{{PAGENAME}}#c.L|{{clr|1|c.L}}]], cancels into her [[{{PAGENAME}}#Vorpal Blade|Vorpal Blade]] rekka on block can frametrap from her normals and autocombo, and her fireball can also be charged to reset her pressure and create rather oppressive strings that can be difficult for an opponent to escape.
*  Above-average damage in the corner.
Excellent corner carry and can continue midscreen combos as corner combos which end in a hard KD with ease.


| cons =
| cons =
No burst movement option like Gran.
'''Awkward Anti-Airs:''' Djeeta's [[{{PAGENAME}}#2H|{{clr|4|2H}}]] is not quite as fast or as universally consistent as some of the other shoto characters in the game, and she lacks any form of consistent conversion from it; counter hit conversions depend on height and range.
* Has only 3 special cooldowns.
*  '''Poor Unique Action:''' Djeeta's {{clr|2|5U}}, [[{{PAGENAME}}#Overdrive Surge|{{clr|2|Overdrive Surge}}]], is somewhat awkward to use in neutral due to the very long startup and late high-profile. Additionally, she cannot combo into it at all outside of juggles or counter hits, and cannot combo out of it unless it is charged to at least level 2, making it generally less useful than Gran's.
* '''No Advancing Special:''' Djeeta lacks an advancing special like Gran's [[GBVS/Gran#Overdrive Surge|Overdrive Surge]] or Katalina's [[GBVS/Katalina#Enchanted Lands|Enchanted Lands]], which can make it more difficult for her to close the distance against zoners or characters with stronger ranged options than her.  
*  [[GBVS/Djeeta#Skybound Art|Skybound Art]] animation is absurdly long.
*  [[GBVS/Djeeta#Skybound Art|Skybound Art]] animation is absurdly long.
}}
}}

Revision as of 00:29, 31 May 2020

GBVS Djeeta Nameplate.png
GBVS Djeeta Portrait.png
Health
Prejump
Backdash


Overview

Djeeta is the female counterpart for the player character in the original game. As one might expect, she plays very similarly to Gran, being another one of the "shoto" archetype characters in the game. She enjoys slightly better range on her normals, a better fireball, and safer special cancels compared to Gran, at the cost of a strong advancing special.

"I'll cross these boundless skies, to the place you promised—I'll find you no matter what, Dad."
Lore:This heroine's adventure began when she received a letter from her father asking her to come to the Island of the Astrals, Estalucia. Now she travels the skies with her flying lizard-like buddy, Vyrn, and the mysterious blue-haired girl who saved her life by linking it with her own, Lyria. Honest to a fault, she'll come to the aid of anyone who needs her assistance. Although her swordplay is rough and self-taught, she possesses the power to overcome any obstacle—thanks in no small part to Lyria's assistance.
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.


 Djeeta  Djeeta is a well-rounded rushdown character with an emphasis on fireball and rekka pressure.

Pros
Cons
  • Good Pokes: Djeeta boats very strong pokes in her f.M, 2M, and f.H, all of which can be buffered or hit confirmed into her Vorpal Blade rekka for damage and corner carry.
  • Excellent Fireball: Djeeta probably enjoys the best fireball of all of the shoto-clone characters in GBVS, as her version of Reginleiv can be charged to alter the timing of the fireball, as well as improving the frame advantage on hit and block.
  • Invincible Reversal: Like Gran's, Djeeta's Rising Sword is a fully invincible reversal on all strengths. The light version can be frustratingly difficult for opponents to punish, and the heavy version grants a hard knockdown which can be used to easily escape the corner with okizeme after a successful reversal.
  • Strong Pressure: On top of having strong plus on block lights in 2L and c.L, cancels into her Vorpal Blade rekka on block can frametrap from her normals and autocombo, and her fireball can also be charged to reset her pressure and create rather oppressive strings that can be difficult for an opponent to escape.
  • Awkward Anti-Airs: Djeeta's 2H is not quite as fast or as universally consistent as some of the other shoto characters in the game, and she lacks any form of consistent conversion from it; counter hit conversions depend on height and range.
  • Poor Unique Action: Djeeta's 5U, Overdrive Surge, is somewhat awkward to use in neutral due to the very long startup and late high-profile. Additionally, she cannot combo into it at all outside of juggles or counter hits, and cannot combo out of it unless it is charged to at least level 2, making it generally less useful than Gran's.
  • No Advancing Special: Djeeta lacks an advancing special like Gran's Overdrive Surge or Katalina's Enchanted Lands, which can make it more difficult for her to close the distance against zoners or characters with stronger ranged options than her.
  • Skybound Art animation is absurdly long.


Normal Moves

c.L
c.L
GBVS Djeeta cl5L.png
People's Elbow hehe
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

Djeeta's primary pressure button as it's +2. Complements her throw game nicely.

Can no longer be used as safe pressure vs 7 frame reversals.

c.M
c.M
GBVS Djeeta cl5M.png
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

Another pressure button, not as good as c.L but still pretty decent. Makes a strong frametrap from c.L, but it's less rewarding in the corner compared to c.H.

c.H
c.H
GBVS Djeeta cl5H.png
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

Fast enough and safe enough to link into itself on counter hit, but that's not even the best damage you can get. It works as a de-facto anti-air being more rewarding in terms of damage than 2H at the cost of consistency. It's especially good as an anti-air against Charlotta's Noble Strategy.

Auto Combo
Auto Combo
GBVS Djeeta clXX.png
GBVS Djeeta clXXX.png
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 Invuln
XX
XXX

f.L
f.L
GBVS Djeeta f5L.png
stick m leggy out real far
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
  • Really good range for its speed.

Important in both neutral and confirms, as it links from two 2L's into L Vorpal Blade.

f.M
f.M
GBVS Djeeta f5M.png
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
  • Great range for its speed.

f.M is one of Djeeta's prime pokes.

f.H
f.H
GBVS Djeeta f5H.png
she spin like a top
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

While slower than f.M, it has more active frames which gives f.H its own niche.

2L
2L
GBVS Djeeta 2L.png
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

It's not prepatch Gran 2L, sadly. That being said, it's really good for pressure as it's plus 2 and hits low.

2M
2M
GBVS Djeeta 2M.png
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

Another great poke, and one of your safest ones. You'll most likely be using this at the end of your pressure strings before a cancel into fireball as it's still decently fast and can convert into damage on counterhit.

2H
2H
GBVS Djeeta 2H.png
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
  • Hits behind Djeeta.
  • Has a limited hitbox in front of her, requires precise timing to hit certain jump in angles.
  • Somewhat unreliable against some jump-ins.
  • Combos out of counterhit must be altered based on the range and height of the opponent, does not have a universal anti-air route.

Djeeta's main non-special move anti-air. On counterhit, can push the opponent all the way to the corner.

2U
2U
GBVS Djeeta 2U.png
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

Very active and fast enough to be juggled into in the corner. Cancelling into dodge gives an easy safejump.

Air Normals

j.L
j.L
GBVS Djeeta jL.png
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

Seems to have a very big hitbox, as it can beat Vaseraga's 2H.

j.M
j.M
GBVS Djeeta jM.png
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

Djeeta's first crossup. Does less damage than j.U so there's no real reason to use it.

j.H
j.H
GBVS Djeeta jH.png
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

j.U
j.U
GBVS Djeeta jU.png
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
  • Can cross up very easily.

Unique Action

Overdrive Surge
Overdrive Surge
5U
GBVS Djeeta 5U.png
REMEMBER YOU ARE BLAZING
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
  • Can be charged by holding [U] and cancelled by pressing L, M, or H.
  • Causes a ground bounce in juggles when charged past level 2. At this point it also will knockdown VS standing opponents
  • Hits mid.

An heel kick that can be strengthened up to 4 levels. On the 4th level it is invincible. Similar to Gran's Power Raise. Typically not worth the time to charge.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Djeeta 6Throw.png
forward
GBVS Djeeta 4Throw.png
back
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

Air Throw
Air Throw
GBVS Djeeta Airthrow.png
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

Overhead Attack
Overhead Attack
GBVS Djeeta UOH.png
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

Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Can set up meaty enough to combo without counter hit. This is easiest to do off of a forward throw in the corner, simply whiff 2.L and input the overhead. On hit, link into c.L.

Special Moves

Reginleiv
Reginleiv GBVS Fireball.png
236X or 5S
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 Invuln
L
M
H

Djeeta's projectile. While it looks a lot like Gran's, Djeeta has a few more tricks up her sleeve than Gran does. The L version travels slowly, the M version travels faster. The H version hits 3 times, and even when guarded from close range, has enough guard stun to be hard to punish.

Reginleiv: Recidive
Reginleiv: Recidive GBVS Fireball.png
236[X] or 5[S]
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 Invuln
L
M
H

A charged version of Reginleiv. It has two hits, which allows it go through most other projectiles. The meterless versions launch the opponent on counter-hit allowing for combos in the corner. The H version has a hitbox while she is charging the projectile which allows for it to combo of CH c.H in the corner for massive damage. If you've ever played Sakura in Street Fighter, this is her fireball.

Rising Sword
Rising Sword GBVS Parry.png
623X or 6S
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 Invuln
L
M
H

An invulnerable anti-air technique. Its description on the official GBVS website is exactly the same as Gran's Rising Sword. The L and M versions are air unblockable at the start, while H is air unblockable for both Rising Sword animations. Once again, hello Sakura.

Vorpal Blade
Vorpal Blade GBVS Charge.png GBVS SpecialCharge.png
214X or 4/2S (214L)Is that you, Narmaya? 214M and 214H>214H Ender
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 Invuln
214L
214M
214L/M > 214X
214H
214H > 214H
214H > 214H > 214H

Two advancing slashes. The L version comes out quickly, while the M version is slower, but reaches further and is safer on block. The H version is the combination of the best attributes of the L and M versions. Follow-up attacks can be performed after it, with the H version launching to allow combos in the corner. The L and M versions can be used to frametrap into the unsafe ender on block, which can be a risky method of getting your opponent to not challenge the rekka and allow you to reset your pressure despite being minus. When spaced, the L version is also safe to most 6 frame buttons so it can act as a relatively safe buffer from normals like max range f.M.

Skybound Art

Eternal Ascendancy
Eternal Ascendancy
236236H or 236S DEADLY RAVE her hair will be blue if you did the manual input Zenith Finisher
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

Has some invulnerability. On simple input, it will unleash Reginleiv Azimuth (the Conqueror of the Eternals skin CA) when hit close. With technical input, you can Reginleiv Zenith (the Guiders to the Eternal Edge skin CA) from any hit by doing a rave-style input.

  • The rave input is L, L, M, M, H, H, L, M, H, 214U. This CAN be done on block, but doing so does not make it any safer. When done with 236S, if hit close it will automatically do the rave, but only on hit, not block.
  • Azimuth base damage is 3500, Zenith is 3700

Super Skybound Art

Skyfall
Skyfall
236236U or 236S+U
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

Djeeta does a rising uppercut like Katalina's SSBA (contrast with Gran's projectile SSBA). If it hits properly, the attack finishes with Proto Bahamut. If the cinematic doesn't connect, the attack finishes with a big sword slice that sends the opponent back to the ground. Sadly, unlike Gran, dash up 2U > SSBA is not a low risk/high reward option because of how minus on block the initial hits of the super are.

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