GBVS/Gran/Frame Data

From Dustloop Wiki
< GBVS‎ | Gran
Jump to navigation Jump to search

System Data


Health:10,000
Prejump:4F
Backdash:22F
Unique Movements:


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 Gran cL.png 400 Mid 5 3 6 +2 +6 - - 0 - - - -
c.MGBVS Gran cM.png 700 Mid 6 3 10 0 +4 - - 2 - - - -
c.HGBVS Gran cH.png 1200 Mid 8 4 18 -3 +1 - - 4 - - - -
Auto Combo 1GBVS Gran cXX.png
c.XX
350 Mid - - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Gran cXXX.png
c.XXX
350 Mid - - - -5 -1 - - 3 - - - -
f.LGBVS Gran fL.png 400 Mid 6 3 13 -3 +1 - - 1 - - - -
f.MGBVS Gran fM.png 700 Mid 8 3 18 -6 -2 - - 2 - - - -
f.HGBVS Gran fH.png 1000 Mid 10 5 20 -9 -5 - - 3 - - - -
2LGBVS Gran 2L.png 400 Low 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Gran 2M.png 700 Mid 7 5 9 +1 +5 - - 2 - - - -
2HGBVS Gran 2H.png 1000 Mid 9 6 24 -13 -9 - - 3 - - - -
2UGBVS Gran 2U.png 700 Low 7 6 21 -12 HKD - - 2 - - - -
j.LGBVS Gran jL.png 400 High/Air 5 - - - - - - 1 - - - -
j.MGBVS Gran jM.png 550 High/Air 6 - - - - - - 1 - - - -
j.HGBVS Gran jH.png 800 High/Air 7 - - - - - - 2 - - - -
j.UGBVS Gran jU.png 700 High/Air 12 - - - - - - 2 - - - -

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

5U
1000/1200/1400/1600/2000 Mid 22 9 13 -5 - - - 3 - - - -
  • Damage for Grans Unique Attack increases with each level he gains.
  • At the 5th level, the attack gains invuln.
CancelGBVS Gran PowerRaise.png
5U > L/M/H
- - - - - - - - - - - - - -

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 Gran Throw.png 1500 Throw 7 - - - HKD - - 0, 4 - - - -
Air ThrowGBVS Gran AirThrow.png 1500 Throw - - - - - - - 0, 4 - - - -
Overhead AttackGBVS Gran OverheadAttack.png 1000 High 26 6 17 -4 +1 4-31 Throw
9-31 Low
8-30 Airborne
- 4 - - - -

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
ReginleivGBVS Gran Reginleiv.png
236L/M/H
800 All 15 - - -7 -3 - - 2 - - - -
400, 800 Mid, All 13 - - -4 0 - - 2 - - - -
350*3 All 15 - - +3 +7 - - 2 - - - -
  • Cooldown: 32-105F (L) 58-118F (M) 516-575F (H)
  • Easy input cooldown: 52-125F (L) 78-138F (M) 536-695F (H)
  • Easy input damage: 700 (L) 300, 700 (M) 300*3 (H)
Rising SwordGBVS Gran RagingSword.png
623L/M/H
700, 300 Mid, All 9 - - -17 KD - - 4, 3 - - - -
700, 300*2 Mid*2, All 9 - - -26 KD - - 4 - - - -
950~1400 Mid*3, All 9 - - -26 HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
  • H version: First part does 3 hits, second part does 3~6 hits. Both parts can only land a max total of 6 hits.
Overdrive SurgeGBVS Gran Overdrive Surge.png
214L
GBVS Gran Overdrive Surge Followup.png
214M/H

214L/M/H
700 Mid 13 2 19 -6 -2 - - 2 - - - -
1200 Mid 16 13 29 -10 - - - 2 - - - -
1200 Mid 13 13 37 -8 HKD - - 3 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)

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
Tempest BladeGBVS Gran TempestBlade.png
GBVS Gran TempestBlade2.png

236236H
3500→2500 Mid 6+5 - - -13 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
CatastropheGBVS Gran CatastropheStartup.png
GBVS Gran Catastrophe2.png

236236U
4500→3500 All 8+5 - - -23 HKD - - 4 - - - -

Sources

Navigation

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