GBVS/Gran/Frame Data

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System Data[edit]

Health[edit]

10000

Prejump[edit]

4f

Backdash[edit]

22f

Movement[edit]

Jump, Dash Type: ??



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 - - - - -
c.M 700 Mid 6 3 10 0 +4 - 2 - - - - -
c.H 1200 Mid 8 4 18 -3 +1 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid - - - -5 -1 - 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 20 -9 -5 - 3 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 Mid 7 5 9 +1 +5 - 2 - - - - -
2H 1000 Mid 9 6 24 -13 -9 - 3 - - - - -
2U 700 Low 7 6 21 -12 HKD - 2 - - - - -
j.L 400 High/Air 5 - - - - - 1 - - - - -
j.M 550 High/Air 6 - - - - - 1 - - - - -
j.H 800 High/Air 7 - - - - - 2 - - - - -
j.U 700 High/Air 12 - - - - - 2 - - - - -

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.
Power Surge
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 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 - - - HKD - 0, 4 - - - - -
Air Throw 1500 Throw - - - - - - 0, 4 - - - - -
Overhead Attack 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 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 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 Sword
623L 700, 300 Mid, All 7 - - -17 KD - 4, 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M 700, 300*2 Mid*2, All 7 - - -26 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H 400, 200*2, 300, 150*2~5 Mid*3, All 7 - - -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 Surge
214L 700 Mid 13 2 19 -6 -2 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M 1200 Mid 16 13 39 -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 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.
Tempest Blade
236236H 3500→2500 Mid 6+5 - - -13 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Catastrophe
236236U 4500→3500 All 8+5 - - -3 HKD - 4 - - - - -

Sources[edit]

Navigation[edit]


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