GBVS/Lowain/Frame Data

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System Data[edit]

Health:10,000
Prejump:4F
Backdash:26F
Unique Movements:


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.
c.LGBVS Lowain cL.png 400 Mid 5 3 6 +2 +6 - 0 - - - - -
c.MGBVS Lowain cM.png 350, 250, 150 Mid 7 8 15 -4 0 - 2 - - - - -
c.HGBVS Lowain cH.png 550*2 Mid 10 9 21 -4 0 - 4 - - - - -
Auto Combo 1GBVS Lowain cXX.png
c.XX
350 Mid 9 - - -3 +1 - 2 - - - - -
Auto Combo 2GBVS Lowain cXXX.png
c.XXX
350 Mid 12 - - -4 0 - 3 - - - - -
f.LGBVS Lowain fL.png 400 Mid 6 3 15 -5 -1 - 1 - - - - -
f.MGBVS Lowain fM.png 700 Mid 10 2 19 -6 -2 - 2 - - - - -
f.HGBVS Lowain fH.png 1000 Mid 11 6 18 -7 -3 - 3 - - - - -
2LGBVS Lowain 2L.png 400 Low 6 3 6 +2 +6 - 0 - - - - -
2MGBVS Lowain 2M.png 700 Mid 8 5 15 -5 -1 - 2 - - - - -
2HGBVS Lowain 2H.png 1000 Mid 12 4 24 -11 -6 - 3 - - - - -
2UGBVS Lowain 2U.png 700 Low 8 10 17 -11 HKD - 2 - - - - -
j.LGBVS Lowain jL.png 400 High/Air 6 - - - - - 1 - - - - -
j.MGBVS Lowain jM.png 550 High/Air 8 - - - - - 1 - - - - -
j.HGBVS Lowain jH.png 800 High/Air 9 - - - - - 2 - - - - -
j.UGBVS Lowain jU.png 250*N High/Air 12 - - - - - 2 - - - - -

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.
Don't Mind If I DoGBVS Lowain 5U.png
5U - - - - 57 - - - - - - - - -

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 Lowain Throw.png 1500 Throw 7 3 34 HKD HKD - 0, 4 - - - - -
Air ThrowGBVS Lowain AirThrow.png 1500 Airthrow 5 5 Until Landing HKD HKD - 0, 4 - - - - -
Overhead Attack GBVS Lowain OverheadAttack.png 1000 High 26 6 17 -4 +1 - 4 - - - - 4-36 Throw
23-36 Low
22-35 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.
Sammy & TommyGBVS Lowain SammyAndTommy.png
236L 700 Low/Air 21 - - - KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
236M 700 All 39 - - - - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 60F
  • Damage (Easy): 600
236H 700*2 Low/Air, All 21 - - - - - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 600*2
Come at Me, Bro!GBVS Lowain ComeAtMeBro.png
623L 1200 Unblockable 4 19 8 KD KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
623M 1200 Unblockable 4 19 - KD KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: ? (Attack)
623H 1200 Unblockable 1 19 6 HKD HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: ? (Attack)
Awesome SauceGBVS Lowain AwesomeSauce.png
214L 800 Mid 19 10 9 -4 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M 500*2 Mid 17 12 21 -8 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214H 400*2, 300 Mid 15 22 18 -1 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Magnificent Tool of DestructionGBVS Lowain MagnificentToolOfDestruction.png
22L 400*2 All 38 - - +55 - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300*2
22M 800 All 47 - - +22 - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 700
22H 170*6 All 39 - - +37 KD - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 120*6

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.
Human! Pyramid! Attack!GBVS Lowain HumanPyramidAttack.png
236236H - - 5+14 - - - - - - - - - - -
Totally Rad JukeGBVS Lowain TotallyRadJuke.png
Pyramid > G
- - - - - - - - - - - - - -
It's Lit, BrosGBVS Lowain ItsLitBros.png
Pyramid > L
200*3 Mid 8 - 28 - - - 1 - - - - -
Definitely Don't Try This at HomeGBVS Lowain DontTryThisAtHome.png
Pyramid > M
700 Mid 8 - 28 - - - 4 - - - - -
Flex On 'EmGBVS Lowain FlexOnEm.png
Pyramid > H
800 High 18 - 30 - - - 4 - - - - -
Catch 'Em Slippin'GBVS Lowain CatchEmSlippin.png
Pyramid > U
900 Low - - - - KD - 4 - - - - -
Moment of TruthGBVS Lowain MomentOfTruth.png
Pyramid > 236U
1500 Mid - - - - HKD - 4 - - - - -
  • Clash level: 20 (S), 25 (236U)
  • Damage (S): 1400
Try This on for Size!GBVS Lowain TryThisOnForSize.png
236236U - - - - - - - - - - - - - -
Earth PillarGBVS Lowain EarthPillar.png
Yggdrasil > L
600*3 All - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 540*3
Axis MundiGBVS Lowain AxisMundi.png
Yggdrasil > M
1000 All - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 900
Nether VeilGBVS Lowain NetherVeil.png
Yggdrasil > H
2000 Unblockable - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 1800
Luminox GenesiGBVS Lowain LuminoxGenesi.png
Yggdrasil > U
1400, 200*5 All - - - - - - 4 - - - - -
  • Clash level: 8
  • Damage (Easy): 1260, 180*5

Sources[edit]

Navigation[edit]

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