GBVS/Lancelot/Frame Data

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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
5LGBVS Lancelot 5L.png


c.MGBVS Lancelot cM.png


c.HFile:GBVS Lancelot cH.png


Auto Combo 1GBVS Lancelot cXX.png
c.XX


Auto Combo 2GBVS Lancelot cXXX.png
c.XXX


f.MGBVS Lancelot fM.png


f.HGBVS Lancelot fH.png


2LGBVS Lancelot 2L.png


2MGBVS Lancelot 2M.png


  • Clash level: 1
2HGBVS Lancelot 2H.png


2UGBVS Lancelot 2U.png


  • Clash level: 1
j.LGBVS Lancelot jL.png


j.MGBVS Lancelot jM.png


j.HFile:GBVS Lancelot jH.png


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
WirbelwindFile:GBVS Lancelot Wirbelwind.png
5U


Quick StopFile:GBVS Lancelot Wirbelwind 5U.png
5U > 5U


Cross OverFile:GBVS Lancelot Wirbelwind 6U.png
5U > 6U


FeintFile:GBVS Lancelot Wirbelwind 4U.png
5U > 4U


JumpFile:GBVS 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


Air ThrowGBVS Lancelot AirThrow.png


Overhead Attack GBVS Lancelot 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
WogenstromFile:GBVS Lancelot Wogenstrom.png
236L/M/H


  • 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 ImpulseFile:GBVS Lancelot BladeImpulse.png
66L


  • Cooldown: 20 (L/M) 480 (H)
  • Easy input cooldown 200 (L/M) 600F (H)
  • Clash level: 2 (L/M) 3 (H)
L Southern CrossFile:GBVS Lancelot SouthernCross.png
File:GBVS Lancelot SouthernCrossFinish.png

214L > 4L > 4L


  • Cooldown 20F. Easy input cooldown 200F
M Southern CrossFile:GBVS Lancelot SouthernCross.png
File:GBVS Lancelot SouthernCrossFinish.png

214M > 4M > 4M


  • Cooldown 20F. Easy input cooldown 200F
H Southern CrossFile:GBVS Lancelot SouthernCross.png
File:GBVS Lancelot SouthernCrossFinish.png

214H > 4H > 4H


  • Cooldown 480F. Easy input cooldown 600F
TurbulenzFile:GBVS Lancelot Turbulenz.png
22L/M/H


  • 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 FlugelFile:GBVS Lancelot WeissFlugel2.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Schöner WinterhügelFile:GBVS Lancelot Schöner Winterhügel.png
File:GBVS Lancelot Schöner Winterhügel3.png

236236U/ j.236236U


  • Clash level: 30 (Easy), 35 (Technical)
  • Clash level: 20 (Easy), 25 (Technical)

Sources

Navigation

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