GBVS/Vaseraga/Frame Data

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System Data[edit]

Health[edit]

11000

Prejump[edit]

5f

Backdash[edit]

21f

Movement[edit]

Jump, Run, Backdash



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 7 3 5 +3 +7 - 0 - - - - -
  • Clash level: 1
c.M 800 Mid 8 3 10 +3 +7 - 3 - - - - -
c.H 1500 Mid 14 [35] 7 21 -4 0 - 4 - - - - -
Auto Combo 1
c.XX
400 Mid - - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
400 Mid - - - -4 0 - 3 - - - - -
f.L 700 Mid 8 4 10 +1 +5 - 2 - - - - -
f.M 800 Mid 11 6 16 -5 -1 - 3 - - - - -
f.H 1300 Mid 19 [39] 6 30 -35 -11 - 4 - - - - -
2L 400 Mid 6 3 6 +2 +6 - 0 - - - - -
2M 700 Low 9 4 17 -9 HKD - 2 - - - - -
2H 1100 Mid 13 [33] 6 26 -13 -9 - 4 - - - - H
2U 900 Low 16 3 24 -12 HKD - 3 - - - - -
j.L 400 High/Air 6 - - - - - 1 - - - - -
j.M 700 High/Air 12 - - - - - 3 - - - - -
  • Clash level: 2
j.H 900 High/Air 13 - - - - - 4 - - - - -
  • Clash level: 2
j.U 800 Mid 27 - - - - - 3 - - - - -

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.
Soul Forge
5U 1000 Mid 21 1 21 -11 +14 - 3 - - - - -

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 - - HKD HKD - 0, 4 - - - - -
Air Throw 1500 Airthrow 5 - - HKD HKD - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-31 Throw
12-26 Low
8-30 Airborne

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.
Instinction
214L 800 All 23 - - -3 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 750
214M 400, 800 Mid, All 12 - - -9 KD - 3, 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 350, 750
214H 400, 800 Mid, All 9 - - +6 HKD - 3, 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 350, 750
Great Scythe Grynoth
632146L 2000 Throw 12 - - - KD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 1500
632146M 2500 Airthrow - - - - KD - 0, 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 2000
632146H 2000 Throw - - - - HKD - 0, 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 1500
Battalions of Fear
[4]6L 1300 Mid 19 18 15 -8 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
[4]6M 1800 Mid 26 18 19 -12 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 3
[4]6H 1000*2 Mid 27 [79] 33 17 -4 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Savage Rampage
22L - - - - - - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
22M - - - - - - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
22H - - - - - - - - - - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Rising Slash
22X > L 1500 Mid 12 [32] 3 21 +1 [+2] KD - 4 - - - - -
Sweeping Slash
22X > M 1500 Low 16 [36] 6 29 -10 KD - 4 - - - - -
  • If done from 22H, -4 oB
Crushing Strike
22X > H 2000 Mid 15 [40] 2 31 -4 [+16] KD - 4 - - - - -
Ravaging Stomp
22X > U 2000 Mid 28 [48] 6 30 -11 HKD Super Armor 4 - - - - -
  • Clash level: 18
March
22X > 66 500*4 Mid - - - - - - 1 - - - - -
Cancel
22X > 44 - - - - - - - - - - - - - -

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.
Bloody Moon
236236H 3900→2600 Mid 6+5 - - -26 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Aftermath
236236U 5000→3000 Mid 8+7 - - -27 HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


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