GBVS/Metera/Frame Data

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System Data


Health:9,500
Prejump:4F
Backdash:22F
Unique Movements:Zephyr


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 Metera cL.png 400 Mid 6 3 8 0 +3 - - 0 - - - -
c.MGBVS Metera cM.png 700 Mid 7 3 12 0 +4 - - 2 - - - -
c.HGBVS Metera cH.png 400+300+300 Mid 11 6 21 -4 0 - - 4 - - - -
Auto Combo 1GBVS Metera cXX.png
c.XX
300 Mid - - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Metera cXXX.png
c.XXX
300 Mid - - - -4 0 - - 3 - - - -
f.LGBVS Metera fL.png 400 Low 8 6 6 +1 +5 - - 1 - - - -
f.MGBVS Metera fM.png 700 Mid 10 7 15 -7 -3 - - 2 - - - -
f.HGBVS Metera fH.png 800 All 16 14 12 -8 +2 - - 2 - - - -
2LGBVS Metera 2L.png 400 Low 6 3 9 -1 +3 - - 0 - - - -
2MGBVS Metera 2M.png 700 Mid 8 6 12 -3 +1 - - 2 - - - -
2HGBVS Metera 2H.png 800 All 11 - - -5 -1 - - 2 - - - -
2UGBVS Metera 2U.png 700 Low 13 15 14 -14 HKD - - 2 - - - -
  • Clash level: 1
j.LGBVS Metera jL.png 400 High/Air 6 - - - - - - 1 - - - -
j.MGBVS Metera jM.png 300*2 High/Air 8 - - - - - - 2 - - - -
j.HGBVS Metera jH.png 800 High/Air 13 - - - - - - 3 - - - -
  • Clash level: 2

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
ZephyrGBVS Metera Zephyr.png
5U
- - 21 - - - - - - - - - - -
Air ZephyrGBVS Metera Zephyr.png
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 Metera Throw.png 1500 Throw 7 - - HKD HKD - - 0, 4 - - - -
Air ThrowGBVS Metera AirThrow.png 1500 Airthrow - - - HKD HKD - - 0, 4 - - - -
Overhead Attack GBVS Metera OverheadAttack.png 1000 High 26 6 17 -4 +1 4-47 Throw
14-41 Low
9-46F Airborne
- 4 - - - -

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
Starry Sky (High)GBVS Metera StarrySkyHigh.png
236L/M/H
800 All 12 - - -5 +2 - - 3 - - - -
800 All 12 - - -5 +2 - - 3 - - - -
350*3 All 12 - - +5 HKD - - 3 - - - -
  • Cooldown: 39-91F (L/M) 519-561F (H)
  • Easy input cooldown: 59-111F (L/M) 639-681F (H)
  • Easy input damage: 700 (L/M) 300*3 (H)
Starry Sky (High, Air)GBVS Metera StarrySkyHighAir.png
j.236L/M/H|
800 All - - - - - - - 3 - - - -
800 All - - - - - - - 3 - - - -
350*3 All - - - - HKD - - 3 - - - -
  • Cooldown: 62-78F (L) 48-75F (M) 510-526F (H)
  • Easy input cooldown: 69-94F (L/M) 620-646F (H)
  • Easy input damage: 700 (L/M) 300*3 (H)
Starry Sky (Low)GBVS Metera StarrySkyLow.png
214L/M/H
800 All 13 - - -7 +1 - - 3 - - - -
800 All 13 - - -7 +1 - - 3 - - - -
350*3 All 13 - - +3 HKD - - 3 - - - -

Easy input cooldown: 60-112F (L/M) 640-682F (H)

  • Easy input damage: 700 (L/M) 300*3 (H)
  • Easy input damage: 700 (L/M) 300*3 (H)
Air Starry Sky (Low)GBVS Metera StarrySkyHighAir.png
j.214L/M/H
800 All - - - - - - - - - - - -
800 All - - - - - - - - - - - -
350*3 All - - - - HKD - - - - - - -
The Great FallGBVS Metera TheGreatFall.png
623L/M/H
800, 150*4 Mid, All*4 22+18 - - +18 +30 - - 2, 4*4 - - - -
800, 150*4 Mid, All*4 22+18 - - +18 +30 - - 2, 4*4 - - - -
800, 150*4 Mid, All*4 15+25 - - +21 +31 - - 2, 4*4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
Aetherial SealGBVS Metera AetherialSeal.png
GBVS Metera AetherialSealExplosion.png

22L/M/H
200*5 All 25 - 14 - - - - 4 46 50 - -
200*5 All 25 - 14 - - - - 4 46 50 - -
{200*5}*2 All 25 - 14 - - - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 60F (L/M) 600F (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
Dense CaressGBVS Metera DenseCaress2.png
GBVS Metera DenseCaress.png

236236H
3500→2500 Mid 8+5 - - -65 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Rapid PulverizeGBVS Metera RapidPulverize2.png
GBVS Metera RapidPulverize.png

236236U
4500→3000 All 5+8 - - -29 HKD - - 4 - - - -

Sources

Navigation

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