GBVS/Katalina/Frame Data

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System Data[edit]

Health[edit]

10000

Prejump[edit]

4f

Backdash[edit]

22f

Movement[edit]

Jump, Run, Backdash



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 4 5 +2 +6 - 0 - - - - -
c.M 700 Mid 6 3 13 -1 +3 - 2 - - - - -
c.H 1200 Mid 8 5 22 -8 -4 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid - - - -4 0 - 3 - - - - -
f.L 400 Mid 6 6 12 -5 -1 - 1 - - - - -
f.M 700 Mid 9 4 17 -6 -2 - 2 - - - - -
f.H 1000 Mid 9 4 23 -10 -6 - 3 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 Mid 7 5 15 -5 -1 - 2 - - - - -
2H 1000 Mid 9 6 20 -9 -5 - 3 - - - - -
2U 700 Low 8 5 21 -11 HKD - 2 - - - - -
j.L 400 High/Air 5 Until Landing - - - - 1 - - - - -
j.M 600 High/Air 6 - - - - - 2 - - - - -
j.H 800 High/Air 7 - - - - - 2 - - - - -
j.U 700 High/Air 13 - - - - - 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.
Light Wall
Slash
5U Level 1
700 Mid 14~??+9 6 24 -15 -11 - 2 - - - - -
Slash
5U Level 2
1000 Mid 14~??+9 6 24 -13 -9 - 3 - - - - -
Slash
5U Level 3
1200 Mid 14~??+9 6 24 -11 Crumple - 4 - - - - -
Shield Frontstep
5U > 66
- - - - 19 -5/-3/-1 -1/+1/Crumple - - - - - - -
Shield Backstep
5U > 44
- - - - 22 -8/-6/-4 -4/-2/Crumple - - - - - - -
  • Frame Adv values in X/Y/Z are for charge level 1/2/3
  • Can cancel into frontstep or backstep before attacking or on hit/block

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 - Whiff: 40 HKD HKD Throw 0, 4 - - - - -
Air Throw 1500 Throw - - - - HKD Airthrow 0, 4 - - - - -
Overhead Attack 1000 High 26 2 21 -4 +1 - 4 - - - - 4-31 Throw
13-27 Low
12-26 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.
Frozen Blade
236L 800 All 16 - Total 42 -10 -6 - 2 - - - - -
  • Cooldown 33-104F. Easy input cooldown 53-124F
  • Damage (Easy): 700
236M 800 All 16 - Total 42 -10 -6 - 2 - - - - -
  • Cooldown 33-104F. Easy input cooldown 53-124F
  • Damage (Easy): 700
236H 350*3 All 16 - Total 42 +4 KD - 2 - - - - -
  • Cooldown 517-574F. Easy input cooldown 637-694F
  • Damage (Easy): 300*3
Emerald Sword
623L 1000→500 Mid→All 7 - - -17 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M 800, 500 Mid, All 7, 11 - - -17 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H 800, 150*4~5 Mid 7,10 - - -17 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
  • Only does a max total of 5 hits.
Enchanted Lands
214L 1000 Mid 18 6 21 -10 (at worst) KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214M 1400 Mid 21 6 21 -8 (at worst) KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214H 1200 [1800] Mid 16 [17-76] 8 21 -10 (at worst) [+2] HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3

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.
Blades of Frost
236236H 3500→2500 Mid 8+5 - - -10 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Realm of Ice
236236U 4500→3500 Mid 6+6 - - -51 HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


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