GBVS/Katalina/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 Katalina cL.png 400 Mid 5 3 5 +2 +6 - 0 - - - - -
c.MGBVS Katalina cM.png 700 Mid 6 3 13 -1 +3 - 2 - - - - -
c.HGBVS Katalina cH.png 1200 Mid 8 5 22 -8 -4 - 4 - - - - -
Auto Combo 1GBVS Katalina cXX.png
c.XX
350 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2GBVS Katalina cXXX.png
c.XXX
350 Mid - - - -4 0 - 3 - - - - -
f.LGBVS Katalina fL.png 400 Mid 6 6 12 -5 -1 - 1 - - - - -
f.MGBVS Katalina fM.png 700 Mid 9 4 17 -6 -2 - 2 - - - - -
f.HGBVS Katalina fH.png 1000 Mid 9 4 23 -10 -6 - 3 - - - - -
2LGBVS Katalina 2L.png 400 Low 6 3 6 +2 +6 - 0 - - - - -
2MGBVS Katalina 2M.png 700 Mid 7 5 15 -5 -1 - 2 - - - - -
2HGBVS Katalina 2H.png 1000 Mid 9 6 20 -9 -5 - 3 - - - - -
2UGBVS Katalina 2U.png 700 Low 8 5 21 -11 HKD - 2 - - - - -
j.LGBVS Katalina jL.png 400 High/Air 5 Until Landing - - - - 1 - - - - -
j.MGBVS Katalina jM.png 600 High/Air 6 - - - - - 2 - - - - -
j.HGBVS Katalina jH.png 800 High/Air 7 - - - - - 2 - - - - -
j.UGBVS Katalina jU.png 700 High/Air 13 - - - - - 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.
Light WallGBVS Katalina LightWall.png
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. 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 Katalina Throw.png 1500 Throw 7 - Whiff: 40 HKD HKD Throw 0, 4 - - - - -
Air ThrowGBVS Katalina AirThrow.png 1500 Throw - - - - HKD Airthrow 0, 4 - - - - -
Overhead Attack GBVS Katalina OverheadAttack.png 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. 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.
Frozen BladeGBVS Katalina FrozenBlade.png
236L 800 All 16 - Total 42 -9 -6 - 2 - - - - -
  • Cooldown 33-104F. Easy input cooldown 53-124F
  • Damage (Easy): 700
236M 800 All 16 - Total 42 -9 -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 SwordGBVS Katalina EmeraldSword.png
623L 1000→500 Mid→All 9 - - -17 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M 800, 500 Mid, All 9, 11 - - -22 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H 800, 150*4~5 Mid 9, 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 LandsGBVS Katalina EnchantedLands.png
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. 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.
Blades of FrostGBVS Katalina BladesOfFrost.png
236236H 3500→2500 Mid 8+5 - - -10 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Realm of IceGBVS Katalina RealmOfIce.png
236236U 4500→3500 Mid 6+6 - - -51 HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]

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