GBVS/Lowain/Frame Data

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< GBVS‎ | Lowain

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
c.LGBVS Lowain cL.png


c.MGBVS Lowain cM.png


c.HGBVS Lowain cH.png


Auto Combo 1GBVS Lowain cXX.png
c.XX


Auto Combo 2GBVS Lowain cXXX.png
c.XXX


f.LGBVS Lowain fL.png


f.MGBVS Lowain fM.png


f.HGBVS Lowain fH.png


2LGBVS Lowain 2L.png


2MGBVS Lowain 2M.png


2HGBVS Lowain 2H.png


2UGBVS Lowain 2U.png


j.LGBVS Lowain jL.png


j.MGBVS Lowain jM.png


j.HGBVS Lowain jH.png


j.UGBVS Lowain jU.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
Don't Mind If I DoGBVS Lowain 5U.png
5U


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 Lowain Throw.png


Air ThrowGBVS Lowain AirThrow.png


Overhead Attack GBVS Lowain 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
Sammy & TommyFile:GBVS Lowain SammyAndTommy.png
236L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 60F (L/M) 600F (H)
  • Easy input damage: 600 (L/M) 600*2 (H)
Come at Me, Bro!File:GBVS Lowain ComeAtMeBro.png
623L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: ? (Attack)
Awesome SauceFile:GBVS Lowain AwesomeSauce.png
214L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 2 (L/M) 3 (H)
Magnificent Tool of DestructionFile:GBVS Lowain MagnificentToolOfDestruction.png
22L/M/H


  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Easy input damage: 300*2 (L) 700 (M) 120*6 (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
Human! Pyramid! Attack!File:GBVS Lowain HumanPyramidAttack.png
236236H


Totally Rad JukeFile:GBVS Lowain TotallyRadJuke.png
Pyramid > G


It's Lit, BrosFile:GBVS Lowain ItsLitBros.png
Pyramid > L


Definitely Don't Try This at HomeFile:GBVS Lowain DontTryThisAtHome.png
Pyramid > M


Flex On 'EmFile:GBVS Lowain FlexOnEm.png
Pyramid > H


Catch 'Em Slippin'File:GBVS Lowain CatchEmSlippin.png
Pyramid > U


Moment of TruthFile:GBVS Lowain MomentOfTruth.png
Pyramid > 236U


  • Clash level: 20 (S), 25 (236U)
  • Damage (S): 1400
Try This on for Size!File:GBVS Lowain TryThisOnForSize.png
236236U


Earth PillarFile:GBVS Lowain EarthPillar.png
Yggdrasil > L


  • Clash level: 8
  • Damage (Easy): 540*3
Axis MundiFile:GBVS Lowain AxisMundi.png
Yggdrasil > M


  • Clash level: 8
  • Damage (Easy): 900
Nether VeilFile:GBVS Lowain NetherVeil.png
Yggdrasil > H


  • Clash level: 8
  • Damage (Easy): 1800
Luminox GenesiFile:GBVS Lowain LuminoxGenesi.png
Yggdrasil > U


  • Clash level: 8
  • Damage (Easy): 1260, 180*5

Sources

Navigation

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