GBVS/Djeeta/Frame Data

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System Data[edit]

Health[edit]

???


Prejump[edit]

??f

Backdash[edit]

??f

Movement[edit]

Jump, Dash Type: Run



Normal Moves[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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.L 400 Mid 5 3 6 +2 +6 - 0 10 14 14 - -
c.M 700 Mid 6 3 12 0 +4 - 2 14 18 18 - -
c.H 1200 Mid 8 4 18 -3 +1 - 4 18 22 22 - -
Auto Combo 1
c.XX
350 Mid - - - -3 +1 - 2 14 18 18 - -
Auto Combo 2
c.XXX
350 Mid - - - -4 0 - 3 16 20 20 - -
f.L 400 Mid 6 5 11 -3 +1 - 1 12 16 16 - -
f.M 700 Mid 8 3 18 -6 -2 - 2 14 18 18 - -
f.H 1000 Mid 10 5 21 -9 -5 - 3 16 20 20 - -
2L 400 Low 6 3 6 +2 +6 - 0 10 14 14 - -
2M 700 Mid 7 6 10 -1 +3 - 2 14 18 18 - -
2H 1000 Mid 10 6 24 -13 -9 - 3 16 20 30 - -
2U 700 Low 7 6 21 -12 HKD - 2 14 18 25 - -
j.L 400 High/Air 5 Until landing - - - - 1 12 14 16 - -
j.M 550 High/Air 6 - - - - - 1 12 14 16 - -
j.H 800 High/Air 7 - - - - - 2 14 14 18 - -
j.U 700 High/Air 12 - - - - - 2 14 14 18 - -

Unique Action[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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.
Overdrive Surge
5U 800/1000/1200/1400/1800 All 29 5 14 -2 +2 [HKD] - 3 - - - - -

Universal Mechanics[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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 Throw 1500 Throw 7 - - - - - 0, 4 - - - - -
Air Throw 1500 Throw - - - - - - 0, 4 - - - - -
Overhead Attack 1000 High 26 - - -4 +1 - 4 - - - - -

Skills[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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.
Reginleiv
236L 800 All 16 - - -7 -3 - 2 - - - - -
  • Damage (Easy): 700
236M 800 All 16 - - -7 -3 - 2 - - - - -
  • Damage (Easy): 700
236H 350*3 All 16 - - +6 HKD - 2 - - - - -
  • Damage (Easy): 300*3
Reginleiv: Recidive
236[L] 900 All 41 - - -4 0 - 2 - - - - -
  • Damage reduces to 800 if it clashes once
  • Damage (Easy): 800, after clash: 700
236[M] 900 All 41 - - -4 0 - 2 - - - - -
  • Damage reduces to 800 if it clashes once
  • Damage (Easy): 800, after clash: 700
236[H] 300, 400*3 All 30 - - +12 HKD - 3, 2*3 - - - - -
  • Damage (Easy): 250, 350*3
Rising Sword
623L 700, 300 Mid, All 7 - - -17 KD - 4, 3 16 20 32 - -
  • Clash level: 10 (Easy), 14 (Technical)
623M 700, 300*2 Mid, All*2 12 - - -23 KD - 4 18 22 60 - -
  • Clash level: 10 (Easy), 16 (Technical)
623H 400, 200*2, 300*2, 150*1~4 Mid*3, All 7 - - -62 HKD - 4 18 22 60 - -
  • Clash level: 10 (Easy), 18 (Technical)
  • First part does 3 hits, second part does 3~6 hits. Both parts can only land a max total of 6 hits.
Vorpal Blade
214L 350*2 Mid 15 - - -6 -2 - 3 - - - - -
  • Clash level: 2
214M 400*2 Mid 19 - - -4 0 - 3 - - - - -
  • Clash level: 2
214X > 214X 500 Mid 19 - - --8 KD - 3 - - - - -
  • Clash level: 2
214H 300*2 Mid 13 - - -4 0 - 3 - - - - -
214H > 214H 350*2 Mid - - - -4 HKD - 3 - - - - -
214H > 214H > 214H 400 Mid - - - -8 HKD - 3 - - - - -

Skybound Art[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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.
Eternal Ascendancy
236236H 3700→2500 Mid*1, All - - - - HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
  • Damage (Easy): 3500→2500
Skyfall
236236U 4500→3500 Mid - - - - HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


Ambox notice.png 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.
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