GBVS/Ladiva/Frame Data

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< GBVS‎ | Ladiva
Revision as of 08:14, 7 September 2020 by Shtkn (talk | contribs)
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System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
  • Clash level: 2
j.U
  • Clash level: 2

Unique Action

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 Invuln
Love Grapple
5U
Hurl
5U > L
5U > M
5U > H

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Headbutt of Love
236L
  • Cooldown 20F. Easy input cooldown 200F
236M
  • Cooldown 20F. Easy input cooldown 200F
236H
  • Cooldown 480F. Easy input cooldown 600F
236H 6H
236H 6HH
Devoted Body Slam
623L
  • Cooldown 20F. Easy input cooldown 200F
623M
  • Cooldown 20F. Easy input cooldown 200F
623H
  • Cooldown 480F. Easy input cooldown 600F
Elegant Lariat
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
Jewel Resort Screwdriver
360L
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
360M
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
360H
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500
Leg Drop of Adoration
j.360L
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
j.360M
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
j.360H
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 2500

Skybound Art

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 Invuln
Maximum Love Bomb
236236H
Strike
  • Clash level: 20 (Easy), 25 (Technical)
214214H
Throw
  • Damage (Easy): 3000
The Shape of Love
720U
  • Damage (Easy): 4000

Sources

Navigation

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