GBVS/Djeeta/Frame Data

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System Data[edit]

Health:10,000
Prejump:??F
Backdash:24F
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 Djeeta cl5L.png 400 Mid 5 3 6 +2 +6 - 0 10 14 14 - -
c.MGBVS Djeeta cl5M.png 700 Mid 6 3 12 0 +4 - 2 14 18 18 - -
c.HGBVS Djeeta cl5H.png 1200 Mid 8 4 18 -3 +1 - 4 18 22 22 - -
Auto Combo 1GBVS Djeeta clXX.png
c.XX
350 Mid - - - -3 +1 - 2 14 18 18 - -
Auto Combo 2GBVS Djeeta clXXX.png
c.XXX
350 Mid - - - -4 0 - 3 16 20 20 - -
f.LGBVS Djeeta f5L.png 400 Mid 6 5 11 -3 +1 - 1 12 16 16 - -
f.MGBVS Djeeta f5M.png 700 Mid 8 3 18 -6 -2 - 2 14 18 18 - -
f.HGBVS Djeeta f5H.png 1000 Mid 10 5 21 -9 -5 - 3 16 20 20 - -
2LGBVS Djeeta 2L.png 400 Low 6 3 6 +2 +6 - 0 10 14 14 - -
2MGBVS Djeeta 2M.png 700 Mid 7 6 12 -3 +1 - 2 14 18 18 - -
2HGBVS Djeeta 2H.png 1000 Mid 10 6 24 -13 -9 - 3 16 20 30 - -
2UGBVS Djeeta 2U.png 700 Low 7 6 21 -12 HKD - 2 14 18 25 - -
j.LGBVS Djeeta jL.png 400 High/Air 5 Until landing - - - - 1 12 14 16 - -
j.MGBVS Djeeta jM.png 550 High/Air 6 - - - - - 1 12 14 16 - -
j.HGBVS Djeeta jH.png 800 High/Air 7 - - - - - 2 14 14 18 - -
j.UGBVS Djeeta jU.png 700 High/Air 12 - - - - - 2 14 14 18 - -

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.
Overdrive SurgeGBVS Djeeta 5U.png
5U 800/1000/1200/1400/1800 All 13 5 14 -2 +2 [HKD] - 3 - - - - -

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 Djeeta 6Throw.png 1500 Throw 7 - - - - - 0, 4 - - - - -
Air ThrowGBVS Djeeta Airthrow.png 1500 Throw - - - - - - 0, 4 - - - - -
Overhead AttackGBVS Djeeta UOH.png 1000 High 26 - - -4 +1 - 4 - - - - -

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.
ReginleivGBVS Djeeta Reginleiv.png
236L 700 (easy)
800 (technical)
All 16 - - -7 -3 - 2 - - - - -
  • Damage (Easy): 700
236M 700 (easy)
800 (technical)
All 16 - - -7 -3 - 2 - - - - -
  • Damage (Easy): 700
236H 300*3 (easy)
300*2, 400 (technical)
All 16 - - +2 +6 - 2 - - - - -
  • Damage (Easy): 300*3
Reginleiv: RecidiveGBVS Djeeta Reginleiv Recidive.png
236[L] 800 (easy)
900 (technical)
All 41 - - -4 0 - 2 - - - - -
  • Damage reduces to 800 if it clashes once
  • Damage (Easy): 800, after clash: 700
236[M] 800 (easy)
900 (technical)
All 41 - - -4 0 - 2 - - - - -
  • Damage reduces to 800 if it clashes once
  • Damage (Easy): 800, after clash: 700
236[H] 300*2, 400 (easy)
300*2, 500 (technical)
All 30 - - +8 +12 - 3, 2*3 - - - - -
  • Damage (Easy): 250, 350*3
Rising SwordGBVS Djeeta RisingSword.png
623L 600, 200 (easy)
700, 300 (technical)
Mid, All 9 - - -22 KD - 4, 3 16 20 32 - -
  • Clash level: 10 (Easy), 14 (Technical)
623M 600, 250*2 (easy)
700, 300*2 (technical)
Mid, All*2 11 - - -26 KD - 4 18 22 60 - -
  • Clash level: 10 (Easy), 16 (Technical)
623H 1200 (easy)
1400 (technical)
Mid*3, All 9 - - -66 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 BladeGBVS Djeeta VorpalBlade.png
214L 350*2 Mid 14 - - -6 -2 - 3 - - - - -
  • Clash level: 2
214M 400*2 Mid 20 - - -4 0 - 3 - - - - -
  • Clash level: 2
214X > 214X 500 Mid 19 - - -8 KD - 3 - - - - -
  • Clash level: 2
214H 300*2 Mid 15 - - -6 -2 - 3 - - - - -
214H > 214H 350*2 Mid - - - -6 HKD - 3 - - - - -
214H > 214H > 214H 400 Mid - - - -8 HKD - 3 - - - - -

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.
Eternal AscendancyGBVS Djeeta EternalAscendancyStartup.png
236236H 3700→2500 Mid*1, All - - - - HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
  • Damage (Easy): 3500→2500
SkyfallGBVS Djeeta SkyfallStartup.png
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.