GBVS/Katalina/Frame Data: Difference between revisions

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< GBVS‎ | Katalina
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! colspan=19 style="background: white;"|Light Wall
! colspan=19 style="background: white;"|Light Wall
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name=5U|subtitle=}}
{{#lsth:GBVS/Katalina/Data|5U Full}}
{{#lsth:GBVS/Katalina/Data|5U Full}}
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{{Description|18|text=
{{AttackVersion|name=Forward Dash Cancel|subtitle=5U > 66}}
{{ColumnList |text=
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}}
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{{AttackVersion|name=Forward Dash Cancel|subtitle=5U > 66|rowspan=2}}
{{#lsth:GBVS/Katalina/Data|5U > 66 Full}}
{{#lsth:GBVS/Katalina/Data|5U > 66 Full}}
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{{Description|18|text=
{{AttackVersion|name=Back Dash Cancel|subtitle=5U > 44}}
{{ColumnList |text=
}}
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{{AttackVersion|name=Back Dash Cancel|subtitle=5U > 44|rowspan=2}}
{{#lsth:GBVS/Katalina/Data|5U > 44 Full}}
{{#lsth:GBVS/Katalina/Data|5U > 44 Full}}
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{{Description|18|text=
{{Description|18|text=
{{ColumnList |text=
{{ColumnList |text=
*Values in [] are for full charge
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Revision as of 04:15, 21 February 2020

System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
j.U

Unique Action

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 Invuln
Light Wall
5U
Forward Dash Cancel
5U > 66
Back Dash Cancel
5U > 44
  • Values in [] are for full charge

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Frozen Blade
236L
236M
236H
Emerald Sword
623L
623M
623H
Enchanted Lands
214L
214M
214H

Skybound Art

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 Invuln
Blades of Frost
236236H
Realm of Ice
236236U

Sources

Navigation

To edit frame data, edit values in GBVS/Katalina/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.