GBVS/Ladiva/Frame Data

From Dustloop Wiki
< GBVS‎ | Ladiva
Jump to navigation Jump to search

System Data[edit]


Health:11,000
Prejump:5F
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 Ladiva cL.png 400 Mid 6 3 6 +2 +6 - 0 10 14 14 - -
c.MGBVS Ladiva cM.png 700 Mid 7 1 12 0 +4 - 2 14 18 18 - -
c.HGBVS Ladiva cH.png 1200 Mid 12 6 13 -2 +2 - 4 18 22 - - -
Auto Combo 1GBVS Ladiva cXX.png
c.XX
400 Mid - - - -3 +1 - 2 14 18 18 - -
Auto Combo 2GBVS Ladiva cXXX.png
c.XXX
400 Mid - - - -4 0 - 3 16 20 20 - -
f.LGBVS Ladiva fL.png 400 Mid 6 3 8 +2 +6 - 1 12 16 16 - -
f.MGBVS Ladiva fM.png 700 Mid 8 3 11 -6 -2 - 2 14 18 18 - -
f.HGBVS Ladiva fH.png 1100 Mid 13 6 19 -8 -4 - 3 16 20 20 - -
2LGBVS Ladiva 2L.png 400 Mid 6 3 9 +2 +6 - 0 10 14 14 - -
2MGBVS Ladiva 2M.png 700 Low 8 5 13 -2 +2 - 2 14 18 18 - -
2HGBVS Ladiva 2H.png 500*2 Mid 11 4 15 -8 -4 - 3 16 20 30 - -
2UGBVS Ladiva 2U.png 900 Low 7 6 28 -19 HKD - 3 14 18 25 - -
j.LGBVS Ladiva jL.png 400 High/Air 6 - - - - - 1 12 14 16 - -
j.MGBVS Ladiva jM.png 600 High/Air 7 - - - - - 2 14 14 18 - -
j.HGBVS Ladiva jH.png 900 High/Air 11 - - - - - 3 16 18 20 - -
  • Clash level: 2
j.UGBVS Ladiva jU.png 800 High/Air 12 - - - - - 3 16 18 20 - -
  • Clash level: 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.
Love GrappleGBVS Ladiva Love Grapple.png
5U 1000 Throw 37 - - - - - 0, 4 - - - - -
HurlGBVS Ladiva Hurl.png
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. 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 Ladiva Throw.png 1500 Throw 7 - - - - - 0, 4 - - - - -
Air ThrowGBVS Ladiva AirThrow.png 1500 Throw - - - - HKD - 0, 4 - - - - -
Overhead Attack GBVS Ladiva OverheadAttack.png 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. 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.
Headbutt of LoveGBVS Ladiva Headbutt Of Love.png
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 SlamGBVS Ladiva Devoted Body Slam2.png
GBVS Ladiva Devoted Body Slam.png
623L 1200 Airthrow 6 4~5 - - 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 LariatGBVS Ladiva Elegant Lariat.png
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 ScrewdriverGBVS Ladiva Jewel Resort Screwdriver2.png
GBVS Ladiva Jewel Resort Screwdriver.png
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 AdorationGBVS Ladiva Leg Drop Of Adoration2.png
GBVS Ladiva Leg Drop Of Adoration.png
j.360L 2000 Airthrow 6 - - HKD HKD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
j.360M 2500 Airthrow 9 3 - 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. 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.
Maximum Love BombGBVS Ladiva Maximum Love Bomb.png
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 LoveGBVS Ladiva The Shape Of Love.png
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.