GBVS/Gran/Frame Data

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Gran


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


System Data

name health prejump backdash Unique Movement Options
Gran 10,000 4F 22F

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 6 3 12 0 +4 2
c.H 1200 Mid 8 4 18 -3 +1 4
c.XX 350 Mid 9 3 15 -3 +1 2
c.XXX 350 Mid 12 4 17 -4 0 3
f.L 400 Mid 6 3 13 -3 +1 1
f.M 700 Mid 8 3 18 -6 -2 2
f.H 1000 Mid 10 5 21 -9 -5 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 5 9 +1 +5 2
2H 1000 Mid 10 6 24 -13 -9 3
2U 700 Low 7 6 21 -12 HKD 2
j.L 400 High/Air 5 Until landing 0 1
j.M 550 High/Air 6 7 Until landing 1
j.H 800 High/Air 7 6 Until landing 2
j.U 700 High/Air 12 8 Until landing 2


Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Power Raise 1000/1200/1400/1600/2000 Mid 22/20 9 13 -5 3
5[U] X Cancel 15


Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L Reginleiv 800 All 15 Total 46 -7 -3 2
236M Reginleiv 400, 800 Mid, All 13 4 Total 55 -4 0 2
236H Reginleiv 350×3 All 15 Total 46 +3 +7 2
214L Overdrive Surge 700 Mid 13 3 18 -6 -2 2
214L 214M Overdrive Surge 500 Mid 13 13 12 -10 KD 2
214M Overdrive Surge 1200 Mid 16 13 14 +2 to -10 +10 to -2 2
214H Overdrive Surge 1200 Mid 13 13 12 +4 to -8 HKD 3
623L Rising Sword 700, 300 Mid, All 9 2,9 30 -22 KD 4, 3 1~10 All
623M 700, 300×2 Mid*2, All 9 2(3)2,17 32 -30 KD 4 1~17 All
623H Rising Sword 950~1400 Mid×3, All 9 2,3,6(23)2(3)2,2,3,3,9 32 -30 HKD 4 1~19 All

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Tempest Blade 3500→2500 Mid 6+5 3(4)9 23 -13 HKD 4
236236U Catastrophe 4500→3500 All 8+5 Total 98 -18 HKD 4

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 HKD 0, 4
Air Throw 1500 Throw 5 5 Until landing +6 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4


Navigation

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