GBVS/Ladiva/Frame Data

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System Data


Health:11,000
Prejump:5F
Backdash:22F
Unique Movements:


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 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

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
Love GrappleGBVS Ladiva Love Grapple.png
5U
1000 Throw 37 - - - - - - 0, 4 - - - -
HurlGBVS Ladiva Hurl.png
5U > L/M/H
1000 - - - - - - - - 0, 4 - - - -
1000 - - - - - - - - 0, 4 - - - -
1000 - - - - - - - - 0, 4 - - - -

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 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 4-34 Throw
12-31 Low
9-33 Airborne
- 4 - - - -

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
Headbutt of LoveGBVS Ladiva Headbutt Of Love.png
236L/M/H
1000 Mid 20 3 14 -2 +3 - - 2 14 18 18 -
1200 Mid 28 6 11 +2 +7 - - 4 18 22 22 -
500 Mid 18 6 11 +2 +13 - - 4 18 22 40 -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
H Headbutt Followups
236H > 6H
236H > 6HH
700 Mid 17 - - 0 +10 - - 4 18 22 40 -
1000 Mid 17 - - -2 KD - - 4 18 22 40 -
Devoted Body SlamGBVS Ladiva Devoted Body Slam2.png
GBVS Ladiva Devoted Body Slam.png

623L/M/H
1200 Airthrow 6 4~5 - - KD - - 0, 4 - - - -
2000 Airthrow 12 - - - KD - - 0, 4 - - - -
2500 Airthrow 6 - - - KD - - 0, 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
Elegant LariatGBVS Ladiva Elegant Lariat.png
214L/M/H
1200 [1300] Mid 18 [13] 6 21 +5 KD - - 4 - - 32 -
1500 [1600] Mid 35 [28] 6 20 +6 KD - - 4 - - 60 -
1300 [1400] Mid 18 [16] 6 21 +5 HKD - - 4 - - 60 -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 2 (L/M) 3 (H)
Jewel Resort ScrewdriverGBVS Ladiva Jewel Resort Screwdriver2.png
GBVS Ladiva Jewel Resort Screwdriver.png

360L/M/H
2000 Throw 6 3 - HKD HKD - - 0, 4 - - - -
2500 Throw 9 - - HKD HKD - - 0, 4 - - - -
3000 Throw 6 3 - HKD HKD - - 0, 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Easy input damage: 1500 (L) 2000 (M) 2500 (H)
Leg Drop of AdorationGBVS Ladiva Leg Drop Of Adoration2.png
GBVS Ladiva Leg Drop Of Adoration.png

j.360L/M/H
2000 Airthrow 6 - - HKD HKD - - 0, 4 - - - -
2500 Airthrow 9 3 - HKD HKD - - 0, 4 - - - -
3000 Airthrow 6 - - HKD HKD - - 0, 4 - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Easy input damage: 1500 (L) 2000 (M) 2500 (H)
  • Easy input damage: 1500 (L) 2000 (M) 2500 (H)

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
Maximum Love BombGBVS Ladiva Maximum Love Bomb.png
236236H (Strike)
3500 Mid 7+8 - - -11 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Maximum Love BombGBVS Ladiva Maximum Love Bomb.png
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

Navigation

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