GBVS/Metera/Frame Data

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Revision as of 21:12, 17 July 2020 by PrivateTarkus (talk | contribs)
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System Data


Normal Moves

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 Invuln
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
f.H
2L
2M
2H
2U
  • Clash level: 1
j.L
j.M
j.H
  • Clash level: 2
j.U

Unique Action

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 Invuln
Zephyr
5U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack

Skills

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 Invuln
Starry Sky (High)
236L
  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
236M
  • Cooldown 39-91F. Easy input cooldown 59-111F
  • Damage (Easy): 700
236H
  • Cooldown 519-561F. Easy input cooldown 639-681F
  • Damage (Easy): 300*3
j.236L
  • Cooldown 40-58F. Easy input cooldown 62-78F
  • Damage (Easy): 700
j.236M
  • Cooldown 48-75F. Easy input cooldown 69-94F
  • Damage (Easy): 700
j.236H
  • Cooldown 510-526F. Easy input cooldown 620-646F
  • Damage (Easy): 300*3
Starry Sky (Low)
214L
  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
214M
  • Cooldown 40-92F. Easy input cooldown 60-112F
  • Damage (Easy): 700
214H
  • Cooldown 520-562F. Easy input cooldown 640-682F
  • Damage (Easy): 300*3
The Great Fall
623L
  • Cooldown 20F. Easy input cooldown 200F
623M
  • Cooldown 20F. Easy input cooldown 200F
623H
  • Cooldown 480F. Easy input cooldown 600F
Aetherial Seal
22L
  • Cooldown 20F. Easy input cooldown 60F
22M
  • Cooldown 20F. Easy input cooldown 60F
22H
  • Cooldown 480F. Easy input cooldown 600F

Skybound Art

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 Invuln
Dense Caress
236236H
  • Clash level: 20 (Easy), 25 (Technical)
Rapid Pulverize
236236U

Sources

Navigation

To edit frame data, edit values in GBVS/Metera/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.