GBVS/Lancelot/Frame Data

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

System Data[edit]

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


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.
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[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.
Wirbelwind
5U - - - - - - - - - - - - - -
5U > 5UGBVS Lancelot Wirbelwind 5U.png - - - - - - - - - - - - - -
5U > 6UGBVS Lancelot Wirbelwind 6U.png - - - - - - - - - - - - - -
5U > 4UGBVS Lancelot Wirbelwind 4U.png - - - - - - - - - - - - - -
5U > 2UGBVS Lancelot Wirbelwind 2U.png - - - - - - - - - - - - - -
j.U - - - - - - - - - - - - - -

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 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 - - - - 4-31 Throw
9-31 Low
9-30 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.
WogenstromGBVS Lancelot Wogenstrom.png
236L 700 All 33 - - +4 +8 - 2 - - - - -
  • Cooldown 50-82F. Easy input cooldown 140-172F
  • Damage (Easy): 600
236M 700 All 37 - - +4 +8 - 2 - - - - -
  • Cooldown 55-110F. Easy input cooldown 145-200F
  • Damage (Easy): 600
236H 350*3 All 33 - - +29 +48 - 2 - - - - -
  • Cooldown 556-575F. Easy input cooldown 676-695F
  • Damage (Easy): 300*3
Blade ImpulseGBVS Lancelot BladeImpulse.png
66L 800 Mid 16 6 18 -9 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
66M 1000 Mid 25 9 16 -6 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
66H 1000 Mid 20 9 16 -6 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Southern CrossGBVS Lancelot SouthernCross.png
GBVS Lancelot SouthernCrossFinish.png
214L 300 Mid 14 5 13 -3 +1 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214L 4L 400 Mid 9 - - -4 0 - 2 - - - - -
214L 4LL 500 Mid - - - -16 KD - 2 - - - - -
214M 400 Mid 19 6 14 -4 0 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M 4M 500 Mid 9 - - -4 0 - 2 - - - - -
214M 4MM 600 Mid - - - -16 KD - 2 - - - - -
214H 300 Mid 11 3 15 -3 +1 - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
214H 4HHH 350, 400, 450 Mid - - - -4 0 - 2 - - - - -
214H 4HHHH 500 Mid - - - -16 KD - 2 - - - - -
TurbulenzGBVS Lancelot Turbulenz.png
22L 1000 High/Air - - - -17 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 120F
  • Clash level: ? (22[L])
22M 1000 High/Air - - - -17 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 120F
  • Clash level: ? (22[M])
22H 1000 High/Air - - - -17 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: ? (22[H])

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

Sources[edit]

Navigation[edit]

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