GBVS/Ladiva/Frame Data

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System Data[edit]

Health[edit]

11000

Prejump[edit]

5f

Backdash[edit]

22f

Movement[edit]

Jump, Dash Type: Run



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 6 3 6 +2 +6 - 0 10 14 14 - -
c.M 700 Mid 7 1 12 0 +4 - 2 14 18 18 - -
c.H 1200 Mid 12 6 13 -2 +2 - 4 18 22 - - -
Auto Combo 1
c.XX
400 Mid - - - -3 +1 - 2 14 18 18 - -
Auto Combo 2
c.XXX
400 Mid - - - -4 0 - 3 16 20 20 - -
f.L 400 Mid 6 3 8 +2 +6 - 1 12 16 16 - -
f.M 700 Mid 8 3 11 -6 -2 - 2 14 18 18 - -
f.H 1100 Mid 13 6 19 -8 -4 - 3 16 20 20 - -
2L 400 Mid 6 3 9 +2 +6 - 0 10 14 14 - -
2M 700 Low 8 5 13 -2 +2 - 2 14 18 18 - -
2H 500*2 Mid 11 4 15 -8 -4 - 3 16 20 30 - -
2U 900 Low 7 6 28 -19 HKD - 3 14 18 25 - -
j.L 400 High/Air 6 - - - - - 1 12 14 16 - -
j.M 600 High/Air 7 - - - - - 2 14 14 18 - -
j.H 900 High/Air 11 - - - - - 3 16 18 20 - -
  • Clash level: 2
j.U 800 High/Air 12 - - - - - 3 16 18 20 - -
  • Clash level: 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.
Love Grapple
5U 1000 Throw 37 - - - - - 0, 4 - - - - -
Hurl
5U > L 1000 - - - - - - - 0, 4 - - - - -
5U > M 1000 - - - - - - - 0, 4 - - - - -
5U > H 1000 - - - - - - - 0, 4 - - - - -

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 8 - - - - - 0, 4 - - - - -
Air Throw 1500 Throw - - - - HKD - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-34 Throw
12-31 Low
9-33 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.
Headbutt of Love
236L 1000 Mid 20 3 14 -2 +3 - 2 14 18 18 - -
  • Cooldown 20F. Easy input cooldown 200F
236M 1200 Mid 28 6 11 +2 +7 - 4 18 22 22 - -
  • Cooldown 20F. Easy input cooldown 200F
236H 500 Mid 18 6 11 +2 +13 - 4 18 22 40 - -
  • Cooldown 480F. Easy input cooldown 600F
236H 6H 700 Mid 17 - - 0 +10 - 4 18 22 40 - -
236H 6HH 1000 Mid 17 - - -2 KD - 4 18 22 40 - -
Devoted Body Slam
623L 1200 Airthrow 6 - - - KD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
623M 2000 Airthrow 12 - - - KD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
623H 2500 Airthrow 6 - - - KD - 0, 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Elegant Lariat
214L 1200 [1300] Mid 18 [13] 6 21 +5 KD - 4 - - 32 - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214M 1500 [1600] Mid 35 [28] 6 20 +6 KD - 4 - - 60 - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
214H 1300 [1400] Mid 18 [16] 6 21 +5 HKD - 4 - - 60 - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Jewel Resort Screwdriver
360L 2000 Throw 6 3 - HKD HKD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
360M 2500 Throw 9 - - HKD HKD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
360H 3000 Throw 6 3 - HKD HKD - 0, 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500
Leg Drop of Adoration
j.360L 2000 Airthrow 6 - - HKD HKD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
j.360M 2500 Airthrow 9 - - HKD HKD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
j.360H 3000 Airthrow 6 - - HKD HKD - 0, 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500

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.
Maximum Love Bomb
236236H
Strike
3500 Mid 7+8 - - -11 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
214214H
Throw
4000 Throw 6+0 - - HKD HKD - 0, 4 - - - - -
  • Damage (Easy): 3000
The Shape of Love
720U 5000 Throw 6+0 - - HKD HKD - 0 - - - - -
  • Damage (Easy): 4000

Sources[edit]

Navigation[edit]


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