GBVS/Soriz/Frame Data

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System Data[edit]

Health[edit]

10500


Prejump[edit]

4f


Backdash[edit]

24f


Movement[edit]

Jump, Dash Type: Run



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 5 3 6 +2 +6 - 0 - - - - -
c.M 700 Mid 6 5 10 0 +4 - 2 - - - - -
c.H 1200 Mid 10 6 15 +1 +5 - 4 - - - - -
Auto Combo 1
c.XX
400 Mid 9 - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
400 Mid 12 - - -4 +0 - 3 - - - - -
f.L 400 Low 7 3 15 -5 -1 - 1 - - - - -
f.M 700 Mid 8 5 16 -6 -2 - 2 - - - - -
f.H 1000 Mid 11 6 21 -10 -6 - 3 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 Mid 7 6 12 -3 +1 - 2 - - - - -
2H 1000 Mid 11 3 24 -10 -6 - 3 - - - - -
2U 700 Low 11 6 21 -12 HKD - 2 - - - - -
j.L 400 High/Air 5 Until Landing - - - - 1 - - - - -
j.M 600 High/Air 7 - - - - - 2 - - - - -
j.H 800 High/Air 8 - - - - - 2 - - - - -
j.U 800 High/Air 7 - - - - - 2 - - - - -

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.
5U - - 3 - - - - - - - - - - -
5U 6X 300 Mid 11 3 21 -3 +3 - 4 - - - - -

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 7 - - - - - 0, 4 - - - - -
Air Throw 1500 Throw 5 - - - - - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - -

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.
Impact Knuckles
236L 1100 Mid 15 [13] 4 19 -3 +1 - 2 - - - - -
236M 1400 Mid 26 [25] 6 23 -2 +2 - 3 - - - - -
  • Clash level: 2
236H 1200 Mid 12 6 18 -2 +2 - 2 - - - - -
  • Clash level: 3
Roundhouse Fang
623L 1000 Mid 7 3 21 -7 KD - 3 - - - - -
623M 1000 Mid 7 6 23 -10 KD - 3 - - - - -
623H 1000 Mid 6 7 19 -7 HKD - 4 - - - - -
Punch the Stars
214L 250*4 [140*8] Mid 13 17 14 -1 +3 - 2 - - - - -
214M 300*4 [170*8] Mid 21 17 14 -1 +3 - 2 - - - - -
214H 300*4 [170*8] Mid 13 17 12 +1 +5 - 2 - - - - -
Rock Smash
22L 900 Mid 18 6 19 -3 KD - 3 - - - - -
  • Damage (Easy): 800
22M 1200 Mid 29 6 13 +8 KD - 3 - - - - -
  • Damage (Easy): 1100
22H 1100 Mid 15 6 11 +4 HKD - 3 - - - - -
  • Damage (Easy): 1000

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.
Leaping Tiger, Charging Dragon
236236H 3500[4500] Mid 7+6 - - -29 KD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Macho Ultimatum
236236U - - 10+4 - - - - - - - - - - -
Tenacious Will
214X > 236X
during Macho Ultimatum
1000 Mid 14 - - -10 KD - 4 - - - - -
  • Clash level: 3
Bravado Bullet
214X > 214X
during Macho Ultimatum
1000 Mid 20 - - +2 +4 - 4 - - - - -
Way of the Fundoshi Fist
236236U
during Macho Ultimatum
4500 Throw, Mid 8+0 - - - - - 0, 4 - - - - -
  • Clash level (second hit): 30 (Easy), 35 (Technical)
  • Damage (Easy): 0, 3000

Sources[edit]

Navigation[edit]


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