GBVS/Metera/Frame Data

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System Data[edit]

Health[edit]

9500

Prejump[edit]

4f

Backdash[edit]

22f

Movement[edit]

Zephyr



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.
c.L 400 Mid 6 3 9 -1 +3 - 0 - - - - -
c.M 700 Mid 7 3 12 0 +4 - 2 - - - - -
c.H 400*3 Mid 11 6 21 -4 +0 - 4 - - - - -
Auto Combo 1
c.XX
300 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
300 Mid - - - -4 +0 - 3 - - - - -
f.L 400 Low 8 6 6 +1 +5 - 1 - - - - -
f.M 700 Mid 10 7 15 -7 -3 - 2 - - - - -
f.H 800 All 16 14 12 -2 +2 - 2 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 Mid 8 6 12 -3 +1 - 2 - - - - -
2H 800 All 11 - - -5 -1 - 2 - - - - -
2U 700 Low 13 15 14 -14 HKD - 2 - - - - -
  • Clash level: 1
j.L 400 High/Air 6 - - - - - 1 - - - - -
j.M 350*2 High/Air 8 - - - - - 2 - - - - -
j.H 800 High/Air 13 - - - - - 3 - - - - -
  • Clash level: 2
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.
Zephyr
5U - - 21 - - - - - - - - - - -

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 - - - HKD HKD - 0, 4 - - - - -
Air Throw 1500 Airthrow - - - HKD HKD - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-47 Throw
14-41 Low
9-46F 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.
Starry Sky (High)
236L 800 All 12 - - -5 +2 - 3 - - - - -
  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
236M 800 All 12 - - -5 +2 - 3 - - - - -
  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
236H 350*3 All 12 - - +5 HKD - 3 - - - - -
  • Cooldown 519-561F. Easy input cooldown 639-681F
  • Damage (Easy): 300*3
j.236L 800 All - - - - - - 3 - - - - -
  • Cooldown 40-58F. Easy input cooldown 62-78F
  • Damage (Easy): 700
j.236M 800 All - - - - - - 3 - - - - -
  • Cooldown 48-75F. Easy input cooldown 69-94F
  • Damage (Easy): 700
j.236H 350*3 All - - - - HKD - 3 - - - - -
  • Cooldown 510-526F. Easy input cooldown 620-646F
  • Damage (Easy): 300*3
Starry Sky (Low)
214L 800 All 13 - - -7 +1 - 3 - - - - -
  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
214M 800 All 13 - - -7 +1 - 3 - - - - -
  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
214H 350*3 All 13 - - +3 KD - 3 - - - - -
  • Cooldown 520-562F. Easy input cooldown 640-682F
  • Damage (Easy): 300*3
The Great Fall
623L 800, 150*4 Mid, All*4 22+18 - - +18 +30 - 2, 4*4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
623M 800, 150*4 Mid, All*4 22+18 - - +18 +30 - 2, 4*4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
623H 800, 150*4 Mid, All*4 15+25 - - +21 +31 - 2, 4*4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Aetherial Seal
22L 200*5 All 25 - 14 - - - 4 46 50 - - -
  • Cooldown 20F. Easy input cooldown 60F
22M 200*5 All 25 - 14 - - - 4 46 50 - - -
  • Cooldown 20F. Easy input cooldown 60F
22H {200*5}*2 All 25 - 14 - - - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F

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.
Dense Caress
236236H 3500→2500 Mid 8+5 - - -65 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Rapid Pulverize
236236U 4500→3000 All 8+8 - - -29 HKD - 4 - - - - -

Sources[edit]

Navigation[edit]


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