GBVS/Ladiva/Frame Data: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Ladiva
(adding image tooltips to names)
No edit summary
Line 167: Line 167:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Love Grapple|[[File:GBVS_Ladiva_Love_Grapple.png|200x200px]]}}
! colspan=19 style="background: white;"|
|-
|-
{{AttackVersion|name=5U|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Love Grapple|[[File:GBVS_Ladiva_Love_Grapple.png|200x200px]]}}|subtitle=5U|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U Extra}}
Line 178: Line 178:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Hurl|[[File:GBVS_Ladiva_Hurl.png|200x200px]]}}
! colspan=19 style="background: white;"|
|-
|-
{{AttackVersion|name=5U > L|subtitle=|rowspan=2}}
{{AttackVersion|name={{Tt|Hurl|[[File:GBVS_Ladiva_Hurl.png|200x200px]]}}|subtitle=5U > L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|5U L}}
{{#lst:{{BASEPAGENAME}}/Data|5U L}}
{{#lst:{{BASEPAGENAME}}/Data|5U L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U L Extra}}
|-
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
{{AttackVersion|name=5U > M|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U M}}
{{#lst:{{BASEPAGENAME}}/Data|5U M}}
{{#lst:{{BASEPAGENAME}}/Data|5U M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U M Extra}}
|-
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
{{AttackVersion|name=5U > H|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5U H}}
{{#lst:{{BASEPAGENAME}}/Data|5U H}}
{{#lst:{{BASEPAGENAME}}/Data|5U H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5U H Extra}}
Line 248: Line 236:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Headbutt of Love|[[File:GBVS_Ladiva_Headbutt_Of_Love.png|200x200px]]}}
{{AttackVersion|name={{Tt|Headbutt of Love|[[File:GBVS_Ladiva_Headbutt_Of_Love.png|200x200px]]}}|subtitle=236L/M/H|rowspan=6}}
|-
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
Line 260: Line 246:
}}
}}
|-
|-
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
Line 270: Line 255:
}}
}}
|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
Line 280: Line 264:
}}
}}
|-
|-
{{AttackVersion|name=236H 6H|rowspan=2}}
{{AttackVersion|name=H Headbutt Followups|subtitle=236H > 6H/236H > 6HH|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6H Extra}}
|-
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
{{AttackVersion|name=236H 6HH|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6HH}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6HH}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6HH Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H 6HH Extra}}
Line 298: Line 276:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Devoted Body Slam|[[File:GBVS_Ladiva_Devoted_Body_Slam2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Devoted_Body_Slam.png|200x200px]]}}
{{AttackVersion|name={{Tt|Devoted Body Slam|[[File:GBVS_Ladiva_Devoted_Body_Slam2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Devoted_Body_Slam.png|200x200px]]}}|subtitle=623L/M/H|rowspan=6}}
|-
{{AttackVersion|name=623L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623L Extra}}
Line 310: Line 286:
}}
}}
|-
|-
{{AttackVersion|name=623M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623M Extra}}
Line 320: Line 295:
}}
}}
|-
|-
{{AttackVersion|name=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
Line 330: Line 304:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Elegant Lariat|[[File:GBVS_Ladiva_Elegant_Lariat.png|200x200px]]}}
{{AttackVersion|name={{Tt|Elegant Lariat|[[File:GBVS_Ladiva_Elegant_Lariat.png|200x200px]]}}|subtitle=214L/M/H|rowspan=6}}
|-
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
Line 343: Line 315:
}}
}}
|-
|-
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
Line 354: Line 325:
}}
}}
|-
|-
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
Line 365: Line 335:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Jewel Resort Screwdriver|[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver.png|200x200px]]}}
{{AttackVersion|name={{Tt|Jewel Resort Screwdriver|[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Jewel_Resort_Screwdriver.png|200x200px]]}}|subtitle=360L/M/H|rowspan=6}}
|-
{{AttackVersion|name=360L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|360L}}
{{#lst:{{BASEPAGENAME}}/Data|360L}}
{{#lst:{{BASEPAGENAME}}/Data|360L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|360L Extra}}
Line 378: Line 346:
}}
}}
|-
|-
{{AttackVersion|name=360M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|360M}}
{{#lst:{{BASEPAGENAME}}/Data|360M}}
{{#lst:{{BASEPAGENAME}}/Data|360M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|360M Extra}}
Line 389: Line 356:
}}
}}
|-
|-
{{AttackVersion|name=360H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|360H}}
{{#lst:{{BASEPAGENAME}}/Data|360H}}
{{#lst:{{BASEPAGENAME}}/Data|360H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|360H Extra}}
Line 400: Line 366:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Leg Drop of Adoration|[[File:GBVS_Ladiva_Leg Drop_Of_Adoration2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Leg Drop_Of_Adoration.png|200x200px]]}}
{{AttackVersion|name={{Tt|Leg Drop of Adoration|[[File:GBVS_Ladiva_Leg Drop_Of_Adoration2.png|200x200px]]<hr>[[File:GBVS_Ladiva_Leg Drop_Of_Adoration.png|200x200px]]}}|subtitle=j.360L/M/H|rowspan=6}}
|-
{{AttackVersion|name=j.360L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.360L Extra}}
Line 413: Line 377:
}}
}}
|-
|-
{{AttackVersion|name=j.360M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.360M Extra}}
Line 424: Line 387:
}}
}}
|-
|-
{{AttackVersion|name=j.360H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.360H}}
{{#lst:{{BASEPAGENAME}}/Data|j.360H}}
{{#lst:{{BASEPAGENAME}}/Data|j.360H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.360H Extra}}
Line 442: Line 404:
{{FullFrameDataHeader-GBVS}}
{{FullFrameDataHeader-GBVS}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|Maximum Love Bomb|[[File:GBVS_Ladiva_Maximum_Love_Bomb.png|200x200px]]}}
{{AttackVersion|name={{Tt|Maximum Love Bomb|[[File:GBVS_Ladiva_Maximum_Love_Bomb.png|200x200px]]}} |subtitle=236236H (Strike)|rowspan=2}}
|-
{{AttackVersion|name=236236H |subtitle=Strike|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
Line 454: Line 414:
}}
}}
|-
|-
{{AttackVersion|name=214214H |subtitle=Throw|rowspan=2}}
{{AttackVersion|name={{Tt|Maximum Love Bomb|[[File:GBVS_Ladiva_Maximum_Love_Bomb.png|200x200px]]}}  |subtitle=214214H (Throw)|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214214H}}
{{#lst:{{BASEPAGENAME}}/Data|214214H}}
{{#lst:{{BASEPAGENAME}}/Data|214214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214214H Extra}}
Line 464: Line 424:
}}
}}
|-
|-
! colspan=19 style="background: white;"|{{Tt|The Shape of Love|[[File:GBVS_Ladiva_The_Shape_Of_Love.png|200x200px]]}}
{{AttackVersion|name={{Tt|The Shape of Love|[[File:GBVS_Ladiva_The_Shape_Of_Love.png|200x200px]]}} |subtitle=720U|rowspan=2}}
|-
{{AttackVersion|name=720U |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|720U}}
{{#lst:{{BASEPAGENAME}}/Data|720U}}
{{#lst:{{BASEPAGENAME}}/Data|720U Extra}}
{{#lst:{{BASEPAGENAME}}/Data|720U Extra}}

Revision as of 05:23, 19 May 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 Ladiva cL.png


c.MGBVS Ladiva cM.png


c.HGBVS Ladiva cH.png


Auto Combo 1GBVS Ladiva cXX.png
c.XX


Auto Combo 2GBVS Ladiva cXXX.png
c.XXX


f.LGBVS Ladiva fL.png


f.MGBVS Ladiva fM.png


f.HGBVS Ladiva fH.png


2LGBVS Ladiva 2L.png


2MGBVS Ladiva 2M.png


2HGBVS Ladiva 2H.png


2UGBVS Ladiva 2U.png


j.LGBVS Ladiva jL.png


j.MGBVS Ladiva jM.png


j.HGBVS Ladiva jH.png


  • Clash level: 2
j.UGBVS Ladiva jU.png


  • 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 GrappleFile:GBVS Ladiva Love Grapple.png
5U


HurlFile:GBVS Ladiva Hurl.png
5U > L/M/H


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


Air ThrowGBVS Ladiva AirThrow.png


Overhead Attack GBVS Ladiva 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
Headbutt of LoveFile:GBVS Ladiva Headbutt Of Love.png
236L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
H Headbutt Followups
236H > 6H/236H > 6HH


Devoted Body SlamFile:GBVS Ladiva Devoted Body Slam2.png
File:GBVS Ladiva Devoted Body Slam.png

623L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
Elegant LariatFile:GBVS Ladiva Elegant Lariat.png
214L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Jewel Resort ScrewdriverFile:GBVS Ladiva Jewel Resort Screwdriver2.png
File:GBVS Ladiva Jewel Resort Screwdriver.png

360L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500
Leg Drop of AdorationFile:GBVS Ladiva Leg Drop Of Adoration2.png
File:GBVS Ladiva Leg Drop Of Adoration.png

j.360L/M/H


  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500

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 BombFile:GBVS Ladiva Maximum Love Bomb.png
236236H (Strike)


  • Clash level: 20 (Easy), 25 (Technical)
Maximum Love BombFile:GBVS Ladiva Maximum Love Bomb.png
214214H (Throw)


  • Damage (Easy): 3000
The Shape of LoveFile:GBVS Ladiva The Shape Of Love.png
720U


  • Damage (Easy): 4000

Sources

Navigation

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