GBVS/Lancelot/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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.
5L 350 Mid 5 2 7 +2 +6 - 0 - - - - -
c.M 650 Mid 6 1 14 0 +4 - 2 - - - - -
c.H 600, 400 Mid 7 9 18 -2 +2 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid - - - -4 0 - 3 - - - - -
f.M 600 Mid 7 3 17 -5 -1 - 2 - - - - -
f.H 900 Mid 10 3 22 -8 -4 - 3 - - - - -
2L 350 Low 6 1 8 +2 +6 - 0 - - - - -
2M 500 Mid 6 2 15 -2 +2 - 2 - - - - -
  • Clash level: 1
2H 800 Mid 10 5 24 -12 -8 - 3 - - - - -
2U 700 Low 8 15 15 -15 HKD - 2 - - - - -
  • Clash level: 1
j.L 400 High/Air 5 - - - - - 1 - - - - -
j.M 550 High/Air 7 - - - - - 1 - - - - -
j.H 400*2 High/Air 10 - - - - - 1 - - - - -
j.U - - - - - - - - - - - - - -

Unique Action[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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 > 5U - - - - - - - - - - - - - -
5U > 6U - - - - - - - - - - - - - -
5U > 4U - - - - - - - - - - - - - -
5U > 2U - - - - - - - - - - - - - -

Universal Mechanics[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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 Throw 1500 Throw 7 - - - HKD - 0, 4 - - - - -
Air Throw 1500 Throw 5 - - - - - 0, 4 - - - - -
Overhead Attack 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 StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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.
Wogenstrom
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 Impulse
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 Cross
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 HKD - 2 - - - - -
Turbulenz
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 StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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 Flugel
236236H 500, 100*12, 1200 = 3200 Mid 9+4 - - -12 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Schöner Winterhügel
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]


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