GBVS/Percival/Frame Data

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System Data


Health:10,000
Prejump:4F
Backdash:22F
Unique Movements:Lord's Strike


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 Percival cL.png 400 Mid 5 3 6 +2 +6 - - 0 - - - -
c.MGBVS Percival cM.png 700 Mid 7 3 12 0 +4 - - 2 - - - -
c.HGBVS Percival cH.png 1200 Mid 10 6 15 -2 +2 - - 4 - - - -
Auto Combo 1GBVS Percival cXX.png
c.XX
350 Mid - - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Percival cXXX.png
c.XXX
350 Mid - - - -4 0 - - 3 - - - -
f.LGBVS Percival fL.png 400 Mid 6 3 15 -5 -1 - - 1 - - - -
f.MGBVS Percival fM.png 700 Mid 9 5 16 -6 -2 - - 2 - - - -
f.HGBVS Percival fH.png 1100 Mid 12 6 26 -15 -11 - - 3 - - - -
2LGBVS Percival 2L.png 400 Low 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Percival 2M.png 700 Mid 7 5 13 -3 +1 - - 2 - - - -
2HGBVS Percival 2H.png 1000 Mid 11 5 24 -12 -8 - - 3 - - - -
2UGBVS Percival 2U.png 700 Low 7 6 21 -12 HKD - - 2 - - - -
j.LGBVS Percival jL.png 400 High/Air 5 - - - - - - 1 - - - -
j.MGBVS Percival jM.png 550 High/Air 7 - - - - - - 1 - - - -
j.HGBVS Percival jH.png 800 High/Air 10 - - - - - - 2 - - - -
j.UGBVS Percival jU.png 800 All 22 - - - - - - 2 - - - -
  • Clash level: 1

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
X-SeeleGBVS Percival 5U.png
5U
0 Throw 14 - - - +12 - - 0, 4 - - - -

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 Percival Throw.png 1500 Throw 7 - - HKD HKD - - 0, 4 - - - -
Air ThrowGBVS Percival AirThrow.png 1500 Throw - - - HKD HKD - - 0, 4 - - - -
Overhead Attack GBVS Percival OverheadAttack.png 1000 High 26 - - -4 +1 4-40 Throw
12-37 Low
11-39 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
AnzündenGBVS Percival Anzuenden.png
236L/M/H
900→800 All 19 - - -7 -3 - - 2 - - - -
900→800 [1000→900] All 22 - - -7 -3 [KD] - - 2 - - - -
350*2+400→300*2+400 [400*3→350*2+400] All 20 - - 0 +4 [HKD] - - 2 - - - -
  • All versions do more damage if the first part of the projectile connects.
  • Cooldown: 42-69F (L) 45-56F (M) 520-523F (H)
  • Easy input cooldown: 42-69F (L) 65-76F (M) 640-643F (H)
  • Easy input damage: 800→700 (L) 800→700 [900→800] (M) 350*3→300*3 [400*3→350*3] (H)
PlatzenGBVS Percival Platzen.png
623L/M/H
700, 400 Mid, All 9 - - -26 KD - - 4, 3 - - - -
300,700,400 [300,700,120*5] Mid*2, All 11 - - -24 [-32] KD - - 4 - - - -
300,600,200*3 [300,700,100*7] Mid 9 - - -24 [-32] HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600 (H)
  • Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
Lord's Strike200x200px
214L/M/H
- - 11 - - - - - - - - - - -
- - 11 - - - - - - - - - - -
- - 11 - - - - - - - - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600 (H)
SchneidenGBVS Percival Schneiden.png
214L/M/H > L
800 Low 7 3 22 -6 -2 - - 2 - - - -
800 [850] Low 7 - - -6 -2 [KD] - - 2 - - - -
850 [900] Low 7 - - -4 0 [HKD] - - 2 - - - -
  • Clash level: 3
MachtGBVS Percival Macht.png
214L/M/H > M
1400 Mid 20 6 21 +2 KD - - 4 - - - -
1400 [1700] Mid 20 - - +2 KD[HKD] - - 4 - - - -
1500 [1800] Mid 20 - - +2 HKD - - 3 - - - -
  • Clash level: 3
Zerreissen200x200px
214L/M/H > H
1400 Mid 10 3 52 -16 KD - - 4 - - - -
1400 [2000→1500] Mid 10 - - -16 [-4] KD - - 4 - - - -
1500 [2300→1500] Mid 10 - - -16 [-4] HKD - - 4 - - - -
TräumereiGBVS Percival Traeumerei.png
22L/M/H
400 Mid 11 6 20 -13 - - - 1 - - - -
400 Mid 11 6 34 -27 - - - 1 - - - -
400 Mid 11 6 44 -37 - - - 1 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600 (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
LohenwolfGBVS Percival Lohenwolf.png
236236H
3600→2600 Mid [Unblockable] 6+7~147 - - -18 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Feuerrote KroneGBVS Percival FeuerroteKrone.png
236236U
3800→2900 [4800→3800] Mid, All 9+7 - - -18 HKD - - 4 - - - -
  • Damage of non-cinematic fireball: 2000
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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