Difference between revisions of "GBVS/Vira/Frame Data"

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==Glossary==
 
==Glossary==
 
[[Using_Frame_Data|How do I read frame data?]]
 
[[Using_Frame_Data|How do I read frame data?]]
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{{FrameDataGlossary-GBVS}}
 
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Revision as of 06:16, 16 January 2022

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


System Data

name health prejump backdash Unique Movement Options
Vira 10,000 4f 24f

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 5 3 6 +2 +6 0
c.M 700 Mid 6 3 12 0 +4 2
c.H 1200 Mid 9 3 16 -3 +1 4
c.XX 350 Mid 9 3 15 -3 +1 2
c.XXX 350 Mid 12 3 18 -4 0 3
f.L 400 Mid 6 6 10 -3 +1 1
f.M 700 Mid 8 4 17 -6 -2 2
f.H 1000 Mid 8 4 22 -9 -5 3
2L 400 Low 6 3 6 +2 +6 0
2M 700 Mid 7 5 13 -3 +1 2
2H 1000 Mid 11 6 23 -12 -8 3
2U 700 Low 7 5 21 -11 HKD 2
j.L 400 High/Air 5 Until landing 0 1
j.M 600 High/Air 7 7 Until landing 1
j.H 800 High/Air 9 5 Until landing 2
j.U 700 8 8 Until landing

Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Blade of Light 0, 100×5 Ground Throw 30~39 3 30 HKD +52
Grand 5U Graveview 600 Mid 10 7
5U~X Falling Strike 800 All 16 9 8 +2
5U~6 Advance Total 11
5U~8 Jump Total 44
5U~4 Retreat Total 39
5U~2 Land Total 25
j.66 Air Dash Until landing +3

Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L L Darkane 15×3, 250 Mid 18 1,3,3,4 17 -4
236M M Darkane 150×4, 600 [150×4, 700] Mid 15 1,3,3,3(14)5 19 -9
236H H Darkane 150×4, 600 [150×4, 700] Mid 16 1,2,3,3(9)5 22 -9 HKD
236[M] M Darkane (Charged) 150×4 Mid 15 1,3,3,3 21 -7
236[H] H Darkane (Charged) 150×4 Mid 16 1,2,3,3 16 -2
623L L Red Beryl Sword 1000 Mid 9 2 (2) 6 30 -23 KD +36 1~12 All
623M M Red Beryl Sword 800, 500 Mid 9 2 (2) 12 34 -27 KD +29 1~14 All
623H H Red Beryl Sword 800, 150×4 Mid 9 14 35 -28 HKD 1~23 All
Grand 623M M Red Beryl Sword (Luminiera Form) 800, 1000 Mid 13 2(20)3 31 -6 HKD 1~14 All
Grand 623H H Red Beryl Sword (Luminiera Form) 800, 150×4, 100 Mid 9 14 35 -28 HKD 1~23 All
214L L Scarlet Oath 800 Mid 16 3 21 -5 KD
214M M Scarlet Oath 1000 [1100] Mid 27 5 12 +2 KD
214H H Scarlet Oath 500, 700 [500, 800] Mid, Mid 14 3(13)5 15 -1 HKD
22L L Summon Luminiera 200×3 All 83 35 Total
22M M Summon Luminiera 200×3 All 83 35 Total
22H H Summon Luminiera 200×3 All 86 40 Total
Grand 22H H Summon Luminiera (Luminiera Form) 200×5 All 78 40 Total

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Luminiera Merge 1000 Mid 7+6 3 20 -12 HKD 1~15 All
Grand 236236H Punishment Ray 400, 200×14 Mid 8+6 Total 131 -18 ~ -30 HKD 1~16 All
236236U Affection Abyss 1000×2, 1500
[1000×2, 2500]
All 8+5 3(9)3(9)6 42 -22 HKD +30
[HKD +44]
1~15 All
Grand 236236U Iliad Vision Total 4000
[Total 5000]
Mid 8+5 3(6)6(9)3(12)3(34)9 36 -26 HKD +18
[HKD +44]
1~15 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 HKD 0, 4
Air Throw 1500 Throw 5 5 Until landing +6 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4 4-31 Throw
9-31 Low
8-30 Airborne


Navigation

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