GBVS/Katalina/Frame Data: Difference between revisions

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< GBVS‎ | Katalina
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
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{{AttackVersion|name=c.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.L|[[File:GBVS_Katalina_cL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.L Extra}}
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}}
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{{AttackVersion|name=c.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.M|[[File:GBVS_Katalina_cM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.M Extra}}
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{{AttackVersion|name=c.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|c.H|[[File:GBVS_Katalina_cH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.H Extra}}
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}}
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 1|[[File:GBVS_Katalina_cXX.png|200x200px]]}}|subtitle=c.XX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.XX Extra}}
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}}
}}
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
{{AttackVersion|name={{Tt|Auto Combo 2|[[File:GBVS_Katalina_cXXX.png|200x200px]]}}|subtitle=c.XXX|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
{{#lst:{{BASEPAGENAME}}/Data|c.XXX Extra}}
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}}
}}
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{{AttackVersion|name=f.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.L|[[File:GBVS_Katalina_fL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.L Extra}}
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}}
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.M|[[File:GBVS_Katalina_fM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.M Extra}}
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}}
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{{AttackVersion|name=f.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|f.H|[[File:GBVS_Katalina_fH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.H Extra}}
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}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2L|[[File:GBVS_Katalina_2L.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
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}}
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2M|[[File:GBVS_Katalina_2M.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
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}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2H|[[File:GBVS_Katalina_2H.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
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}}
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|2U|[[File:GBVS_Katalina_2U.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2U Extra}}
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}}
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{{AttackVersion|name=j.L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.L|[[File:GBVS_Katalina_jL.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
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}}
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{{AttackVersion|name=j.M|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.M|[[File:GBVS_Katalina_jM.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
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}}
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{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.H|[[File:GBVS_Katalina_jH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
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}}
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{{AttackVersion|name=j.U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|j.U|[[File:GBVS_Katalina_jU.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.U Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
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! colspan=19 style="background: white;"|Light Wall
! colspan=19 style="background: white;"|{{Tt|Light Wall|[[File:GBVS_Katalina_LightWall.png|200x200px]]}}
|-
|-
{{AttackVersion|name=Slash|subtitle=5U Level 1}}
{{AttackVersion|name=Slash|subtitle=5U Level 1}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Ground Throw|[[File:GBVS_Katalina_Throw.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
{{#lst:{{BASEPAGENAME}}/Data|LU Extra}}
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}}
}}
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Air Throw|[[File:GBVS_Katalina_AirThrow.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.LU Extra}}
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}}
}}
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Overhead Attack |[[File:GBVS_Katalina_OverheadAttack.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
{{#lst:{{BASEPAGENAME}}/Data|MH Extra}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
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! colspan=19 style="background: white;"|Frozen Blade
! colspan=19 style="background: white;"|{{Tt|Frozen Blade|[[File:GBVS_Katalina_FrozenBlade.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
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}}
}}
|-
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! colspan=19 style="background: white;"|Emerald Sword
! colspan=19 style="background: white;"|{{Tt|Emerald Sword|[[File:GBVS_Katalina_EmeraldSword.png|200x200px]]}}
|-
|-
{{AttackVersion|name=623L|rowspan=2}}
{{AttackVersion|name=623L|rowspan=2}}
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}}
}}
|-
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! colspan=19 style="background: white;"|Enchanted Lands
! colspan=19 style="background: white;"|{{Tt|Enchanted Lands|[[File:GBVS_Katalina_EnchantedLands.png|200x200px]]}}
|-
|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
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{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
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! colspan=19 style="background: white;"|Blades of Frost
! colspan=19 style="background: white;"|{{Tt|Blades of Frost|[[File:GBVS_Katalina_BladesOfFrost.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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}}
}}
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! colspan=19 style="background: white;"|Realm of Ice
! colspan=19 style="background: white;"|{{Tt|Realm of Ice|[[File:GBVS_Katalina_RealmOfIce.png|200x200px]]}}
|-
|-
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
{{AttackVersion|name=236236U |subtitle=|rowspan=2}}

Revision as of 07:05, 13 April 2021

System Data


Normal Moves

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
c.LGBVS Katalina cL.png


c.MGBVS Katalina cM.png


c.HGBVS Katalina cH.png


Auto Combo 1GBVS Katalina cXX.png
c.XX


Auto Combo 2GBVS Katalina cXXX.png
c.XXX


f.LGBVS Katalina fL.png


f.MGBVS Katalina fM.png


f.HGBVS Katalina fH.png


2LGBVS Katalina 2L.png


2MGBVS Katalina 2M.png


2HGBVS Katalina 2H.png


2UGBVS Katalina 2U.png


j.LGBVS Katalina jL.png


j.MGBVS Katalina jM.png


j.HGBVS Katalina jH.png


j.UGBVS Katalina jU.png


Unique Action

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Light WallFile:GBVS Katalina LightWall.png
Slash
5U Level 1


Slash
5U Level 2


Slash
5U Level 3


Shield Frontstep
5U > 66


Shield Backstep
5U > 44


  • 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

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Ground ThrowGBVS Katalina Throw.png


Air ThrowGBVS Katalina AirThrow.png


Overhead Attack GBVS Katalina OverheadAttack.png


Skills

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Frozen BladeFile:GBVS Katalina FrozenBlade.png
236L


  • Cooldown 33-104F. Easy input cooldown 53-124F
  • Damage (Easy): 700
236M


  • Cooldown 33-104F. Easy input cooldown 53-124F
  • Damage (Easy): 700
236H


  • Cooldown 517-574F. Easy input cooldown 637-694F
  • Damage (Easy): 300*3
Emerald SwordFile:GBVS Katalina EmeraldSword.png
623L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
  • Only does a max total of 5 hits.
Enchanted LandsFile:GBVS Katalina EnchantedLands.png
214L


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214M


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214H


  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3

Skybound Art

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Blades of FrostFile:GBVS Katalina BladesOfFrost.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Realm of IceFile:GBVS Katalina RealmOfIce.png
236236U


  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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