GBVS/Lancelot/Frame Data

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System Data

Health:10,000
Prejump:4F
Backdash:22F
Unique Movements:Delta Leap
Wirbelwind
Turbulenz


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
5LGBVS Lancelot 5L.png 350 Mid 5 2 7 +2 +6 - - 0 - - - -
c.MGBVS Lancelot cM.png 650 Mid 6 1 14 0 +4 - - 2 - - - -
c.HGBVS Lancelot cH.png 600, 400 Mid 7 9 18 -2 +2 - - 4 - - - -
Auto Combo 1GBVS Lancelot cXX.png
c.XX
350 Mid - - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Lancelot cXXX.png
c.XXX
350 Mid - - - -4 0 - - 3 - - - -
f.MGBVS Lancelot fM.png 600 Mid 7 3 17 -5 -1 - - 2 - - - -
f.HGBVS Lancelot fH.png 900 Mid 10 3 22 -8 -4 - - 3 - - - -
2LGBVS Lancelot 2L.png 350 Low 6 1 8 +2 +6 - - 0 - - - -
2MGBVS Lancelot 2M.png 500 Mid 6 2 15 -2 +2 - - 2 - - - -
  • Clash level: 1
2HGBVS Lancelot 2H.png 800 Mid 10 5 24 -12 -8 - - 3 - - - -
2UGBVS Lancelot 2U.png 700 Low 8 15 15 -15 HKD - - 2 - - - -
  • Clash level: 1
j.LGBVS Lancelot jL.png 400 High/Air 5 - - - - - - 1 - - - -
j.MGBVS Lancelot jM.png 550 High/Air 7 - - - - - - 1 - - - -
j.HGBVS Lancelot jH.png 400*2 High/Air 10 - - - - - - 1 - - - -

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
WirbelwindGBVS Lancelot Wirbelwind.png
5U
- - - - - - - - - - - - - -
Quick StopGBVS Lancelot Wirbelwind 5U.png
5U > 5U
- - - - - - - - - - - - - -
Cross OverGBVS Lancelot Wirbelwind 6U.png
5U > 6U
- - - - - - - - - - - - - -
FeintGBVS Lancelot Wirbelwind 4U.png
5U > 4U
- - - - - - - - - - - - - -
JumpGBVS Lancelot Wirbelwind 2U.png
5U > 2U
- - - - - - - - - - - - - -
Air
j.U
- - - - - - - - - - - - - -

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 Lancelot Throw.png 1500 Throw 7 - - - HKD - - 0, 4 - - - -
Air ThrowGBVS Lancelot AirThrow.png 1500 Throw 5 - - - - - - 0, 4 - - - -
Overhead Attack GBVS Lancelot OverheadAttack.png 1000 High 26 6 17 -4 +1 4-31 Throw
9-31 Low
9-30 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
WogenstromGBVS Lancelot Wogenstrom.png
236L/M/H
700 All 33 - - +4 +8 - - 2 - - - -
700 All 37 - - +4 +8 - - 2 - - - -
350*3 All 33 - - +29 +48 - - 2 - - - -
  • Cooldown: 50-82F (L) 55-110F (M) 556-575F (H)
  • Easy input cooldown 140-172F (L) 145-200F (M) 676-695F (H)
  • Damage (Easy): 600 (L/M) 300*3 (H)
Blade ImpulseGBVS Lancelot BladeImpulse.png
66L
800 Mid 16 6 18 -9 KD - - 2 - - - -
1000 Mid 25 9 16 -6 KD - - 4 - - - -
1000 Mid 20 9 16 -6 HKD - - 4 - - - -
  • Cooldown: 20 (L/M) 480 (H)
  • Easy input cooldown 200 (L/M) 600F (H)
  • Clash level: 2 (L/M) 3 (H)
L Southern CrossGBVS Lancelot SouthernCross.png
GBVS Lancelot SouthernCrossFinish.png

214L > 4L > 4L
300 Mid 14 5 13 -3 +1 - - 2 - - - -
400 Mid 9 - - -4 0 - - 2 - - - -
500 Mid - - - -16 KD - - 2 - - - -
  • Cooldown 20F. Easy input cooldown 200F
M Southern CrossGBVS Lancelot SouthernCross.png
GBVS Lancelot SouthernCrossFinish.png

214M > 4M > 4M
400 Mid 19 6 14 -4 0 - - 2 - - - -
500 Mid 9 - - -4 0 - - 2 - - - -
600 Mid - - - -16 KD - - 2 - - - -
  • Cooldown 20F. Easy input cooldown 200F
H Southern CrossGBVS Lancelot SouthernCross.png
GBVS Lancelot SouthernCrossFinish.png

214H > 4H > 4H
300 Mid 11 3 15 -3 +1 - - 2 - - - -
350, 400, 450 Mid - - - -4 0 - - 2 - - - -
500 Mid - - - -16 KD - - 2 - - - -
  • Cooldown 480F. Easy input cooldown 600F
TurbulenzGBVS Lancelot Turbulenz.png
22L/M/H
1000 High/Air - - - -17 KD - - 4 - - - -
1000 High/Air - - - -17 KD - - 4 - - - -
1000 High/Air - - - -17 HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown 120F (L/M) 600F (H)
  • Clash level: ? (22[L]) ? (22[M]) ? (22[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
Weiss FlugelGBVS Lancelot WeissFlugel2.png
236236H
500, 100*12, 1200 = 3200 Mid 9+4 - - -12 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Schöner WinterhügelGBVS Lancelot Schöner Winterhügel.png
GBVS Lancelot Schöner Winterhügel3.png

236236U/ j.236236U
1000*2, 2200 = 4200 Mid 10+9 - - -8~-9 HKD - - 4 - - - -
  • Clash level: 30 (Easy), 35 (Technical)
1000*2, 2200 = 4200 All 8+9 - - -16 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)

Sources

Navigation

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