GBVS/Gran/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 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[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.
Power SurgeGBVS Gran PowerRaise.png
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.
5U Cancel - - - - - - - - - - - - - -

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 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 - - - - 4-31 Throw
9-31 Low
8-30 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.
ReginleivGBVS Gran Reginleiv.png
236L 800 All 15 - - -7 -3 - 2 - - - - -
  • Cooldown 32-105F. Easy input cooldown 52-125F
  • Damage (Easy): 700
236M 400, 800 Mid, All 13 - - -4 0 - 2 - - - - -
  • Cooldown 58-118F. Easy input cooldown 78-138F
  • Damage (Easy): 300, 700
236H 350*3 All 15 - - +6 - - 2 - - - - -
  • Cooldown 516-575F. Easy input cooldown 536-695F
  • Damage (Easy): 300*3
Rising SwordGBVS Gran RagingSword.png
623L 700, 300 Mid, All 9 - - -17 KD - 4, 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M 700, 300*2 Mid*2, All 9 - - -26 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H 950~1400 Mid*3, All 9 - - -26 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • 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.
Overdrive Surge214L
214L
GBVS Gran Overdrive Surge Followup.png
214M/H
214L 700 Mid 13 2 19 -6 -2 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M 1200 Mid 16 13 29 -10 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214H 1200 Mid 13 13 37 -8 HKD - 3 - - - - -
  • Cooldown 480F. Easy input cooldown 600F

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.
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[edit]

Navigation[edit]

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