GBVS/Vaseraga/Frame Data

From Dustloop Wiki
< GBVS‎ | Vaseraga
Jump to navigation Jump to search

System Data


Health:11,000
Prejump:5F
Backdash:21F
Unique Movements:


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 Vaseraga cL.png 500 Mid 7 3 5 +3 +7 - - 0 - - - -
  • Clash level: 1
c.MGBVS Vaseraga cM.png 800 Mid 8 3 11 +3 +7 - - 3 - - - -
c.HGBVS Vaseraga cH.png 1500 Mid 14 [35] 7 21 -4 0 - - 4 - - - -
Auto Combo 1GBVS Vaseraga cXX.png
c.XX
400 Mid - - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Vaseraga cXXX.png
c.XXX
400 Mid - - - -4 0 - - 3 - - - -
f.LGBVS Vaseraga fL.png 700 Mid 8 4 10 +1 +5 - - 2 - - - -
f.MGBVS Vaseraga fM.png 900 Mid 11 6 15 -4 0 - - 3 - - - -
f.HGBVS Vaseraga fH.png 1300 Mid 19 [39] 6 30 -15 -11 - - 4 - - - -
2LGBVS Vaseraga 2L.png 400 Mid 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Vaseraga 2M.png 700 Low 9 4 17 -9 HKD - - 2 - - - -
2HGBVS Vaseraga 2H.png 1100 Mid 13 [33] 6 26 -13 -9 H - 4 - - - -
2UGBVS Vaseraga 2U.png 900 Low 16 3 24 -12 HKD - - 3 - - - -
j.LGBVS Vaseraga jL.png 400 High/Air 6 - - - - - - 1 - - - -
j.MGBVS Vaseraga jM.png 700 High/Air 12 - - - - - - 3 - - - -
  • Clash level: 2
j.HGBVS Vaseraga jH.png 900 High/Air 13 - - - - - - 4 - - - -
  • Clash level: 2
j.UGBVS Vaseraga jU.png 800 Mid 27 - - - - - - 3 - - - -

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
Soul ForgeGBVS Vaseraga SoulForge.png
5U
1000 Mid 21 1 21 -11 +14 - - 3 - - - -

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 Vaseraga Throw.png 1500 Throw 7 - - HKD HKD - - 0, 4 - - - -
Air ThrowGBVS Vaseraga AirThrow.png 1500 Airthrow 5 - - HKD HKD - - 0, 4 - - - -
Overhead Attack GBVS Vaseraga OverheadAttack.png 1000 High 26 6 17 -4 +1 4-31 Throw
12-26 Low
8-30 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
InstinctionGBVS Vaseraga Instinction.png
214L/M/H
800 All 23 - - -3 KD - - 2 - - - -
400, 800 Mid, All 12 - - -9 Knockdown - - 3, 2 - - - -
400, 800 Mid, All 9 - - +6 KD - - 3, 2 - - - -
  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
  • Easy input damage: 750 (L) 350, 750 (M/H)
Great Scythe GrynothGBVS Vaseraga GreatScytheGrynoth.png
632146L/M/H
2000 Throw 12 - - - KD - - 0, 4 - - - -
2500 Airthrow 9 - - - KD - - 0, 4 - - - -
2000 Throw 26 - - - HKD - - 0, 4 - - - -
  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
  • Easy input damage: 1500 (L/H) 2000 (M)
Battalions of FearGBVS Vaseraga BattalionsOfFear.png
[4]6L/M/H
1300 Mid 19 18 15 -8 HKD - - 4 - - - -
1800 Mid 26 18 19 -12 KD - - 4 - - - -
1000*2 Mid 27 [79] 33 17 -4 KD - - 4 - - - -
  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
  • Clash level: 2 (L) 3 (M) 2 (H)
Savage RampageGBVS Vaseraga SavageRampage.png
22L/M/H
- - 22 - - - - - - - - - - -
- - 22 - - - - - - - - - - -
- - - - - - - - - - - - - -
  • Cooldown 20F (L/M) 480F (H)
  • Easy input cooldown 200F (L/M) 600F (H)
Rising SlashGBVS Vaseraga RisingSlash.png
22X > L
1500 Mid 12 [32] 3 21 +1 [+2] KD - - 4 - - - -
Sweeping SlashGBVS Vaseraga SweepingSlash.png
22X > M
1500 Low 16 [36] 6 29 -10 KD - - 4 - - - -
  • If done from 22H, -4 on block
Crushing StrikeGBVS Vaseraga CrushingStrike.png
22X > H
2000 Mid 15 [40] 2 31 -4 [+16] KD - - 4 - - - -
Ravaging StompGBVS Vaseraga RavagingStomp.png
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

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

Sources

Navigation

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