GBVS/Metera/Frame Data

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< GBVS‎ | Metera
Revision as of 18:04, 6 February 2022 by Shtkn (talk | contribs)
GBVS Metera Icon.png

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name health prejump backdash Unique Movement Options
Metera 9,500 4f 22f Zephyr

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 6 3 8 0 +4 0
c.M 700 Mid 7 3 12 0 +4 2
c.H 400+300+300 Mid 11 2,2,2 21 -4 0 4
c.XX 300 Mid 9 3 15 -3 +1 2
c.XXX 300 Mid 12 3 18 -4 0 3
f.L 400 Low 8 6 6 +1 +5 1
f.M 700 Mid 8 9 15 -7 -3 2
f.H 800 All 15 15 Total 44 -8 -4 2
2L 400 Low 6 3 9 -1 +3 0
2M 700 Mid 8 6 12 -3 +1 2
2H 800 All 11 Total 40 -8 -4 2
2U 700 Low 13 15 14 -1 to -14 HKD 2
j.L 400 High/Air 6 Until L 0 1
j.M 300×2 High/Air 8 3(5)3 Until L 2
j.H 800 High/Air 13 6 Until L 3

Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Zephyr 21 Total 21
j.U Zephyr 21 Total 21

Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L L Starry Sky (High) 800 All 12 Total 43 -5 +2 3
236M M Starry Sky (High) 800 All 12 Total 43 -5 +2 3
236H H Starry Sky (High) 350×3 All 12 Total 43 +5 HKD 3
j.236L Air L Starry Sky (High) 800 All 22 Until L+6 3
j.236M Air M Starry Sky (High) 800 All 22 Until L+6 3
j.236H Air H Starry Sky (High) 350×3 All 22 Until L+6 HKD 3
214L L Starry Sky (Low) 800 All 13 Total 43 -7 +1 3
214M M Starry Sky (Low) 800 All 13 Total 43 -7 +1 3
214H H Starry Sky (Low) 350×3 All 13 Total 43 +3 HKD 3
j.214L Air L Starry Sky (Low) 800 All 22 Until L+6
j.214M Air M Starry Sky (Low) 800 All 22 Until L+6
j.214H Air H Starry Sky (Low) 350×3 All 22 Until L+6 HKD
22L L Aetherial Seal 200×5 All 20 Total 38 4
22M M Aetherial Seal 200×5 All 20 Total 38 4
22H H Aetherial Seal {200×5}×2 All 20 Total 32 4
623L L The Great Fall 800, 150×4 Mid, All×4 22+18 23 +18 ~ +22 +30 ~ +33 2, 4×4
623M M The Great Fall 800, 150×4 Mid, All×4 18+18 17 +24 ~ +27 +34 ~ +38 2, 4×4
623H H The Great Fall 800, 150×4 Mid, All×4 15+25 20 +21 ~ +24 +31 ~ +35 2, 4×4

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Dense Caress 3500→2500 Mid 8+5 9(12)6,4 55 -67 HKD 4
236236U Rapid Pulverize 4500→3000 All 5+8 Total 108 -29 HKD 4

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 HKD HKD 0, 4
Air Throw 1500 Airthrow 5 5 Until L+6 HKD HKD 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4 4-47 Throw
14-41 Low
9-46F Airborne

Navigation

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