GBVS/Yuel/Frame Data

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System Data[edit]

Health[edit]

10,000

Prejump[edit]

4f

Backdash[edit]

17f

Movement[edit]

Jump, Dash Type: Run/Step (during Third Dance stance)



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 All 5 3 6 +2 +6 - 0 - - - - -
c.M 700 All 6 3 14 -2 +2 - 2 - - - - -
c.H 600, 200*2 All 8 2, 2, 2 21 -4 0 - 4 - - - - -
Auto Combo 1
c.XX
400 All - - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
400 All - - - -4 0 - 3 - - - - -
f.L 400 Low 6 3 9 +1 +5 - 1 - - - - -
f.M 500, 200 All 9 3, 3 17 -5 -1 - 2 - - - - -
f.H 1000 All 10 6 18 -8 -4 - 3 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 All 7 2 16 -3 +1 - 2 - - - - -
2H 500*2 All 11 3, 3 24 -10 -6 - 3 - - - - -
2U 700 Low 7 3 24 -12 HKD - 2 - - - - -
j.L 400 High 5 Until landing N/A - - - 1 - - - - -
j.M 300*2 High, All 6, 10 - - - - - 1 - - - - -
j.H 400*2 High 8, 15 - - - - - 1 - - - - -
j.U 200*n All 19 - - -1 +1 - 1 - - - - -

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.
Third Dance Stance
Enter stance
5U
- - - - 20 total - - - - - - - - -
Exit stance
5U~U
- - - - 12 total - - - - - - - - -
Dash - - - - 14 total - - - - - - - - -
  • Airborne frames 3 to 13.
Backdash - - - - 17 total - - - - - - - - 8-11 Low
  • Airborne frames 3 to 16.
Eye of the Sparrow
Counter
700 All 7 15 15 -13 KD - 4 - - - - 1-Active Full
Third Dance Attacks
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.
5L 400 All 5 3 8 0 +4 - 0 - - - - -
  • Clash level: 1
2L 600 All 8 3 15 -3 +1 - 2 - - - - -
5M 800 All 16 4 13 0 +5 - 3 - - - - 10-19 Low
  • Forces crouching on hit.
  • Airborne frames 7 to 18.
2M 600 Low 10 6 5 +2 +6 - 1 - - - - -
  • Low profiles frames 7 to 18.
Gurren
5H
1000 All 15[29] 11 14 -6 -2 - 4 - - - - -
Yugetsu
2H
1000 All 11 6 24 -13 KD - 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 3 34 N/A HKD - 0, 4 - - - - -
Stance Throw 1500 Throw 22 3 31 N/A HKD - - - - - - -
  • Airborne frames 3 to 13.
Air Throw 1500 Throw 5 5 Until landing + 5 N/A HKD - - - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 5 - - - - 4-28 Throw
7-25 Low
  • Forces crouching on hit.
  • Airborne frames 7 to 25.

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.
Starlit Sky
236L 900 All 14 12 16 -3 +1 - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 110F
  • Clash level: 1
236M 1100 All 18 16 21 -8 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 110F
  • Clash level: 2
236H 1100 All 14 16 16 -3 HKD - 3 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Hien: Homuragaeshi
623L 1000 All 9 13 21 + 12 after landing -22 KD - 3 - - - - 1-12 Full
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 14
623M 1200 All 11 16 23 + 12 after landing -28 KD - 3 - - - - 1-14 Full
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 16
623H 1400 All 9 20 27 + 12 after landing -38 HKD - 3 - - - - 1-28 Full
  • Cooldown 480F. Easy input cooldown 660F
  • Clash level: 18
Hanaarashi
214L 1200 All 46 6 13 +1 +5 - 3 - - - - 3-15 Full
  • Cooldown 20F. Easy input cooldown 140F
  • Clash level: 2
214M 1000 Low 41 6 18 -7 KD - 3 - - - - 3-15 Full
  • Cooldown 20F. Easy input cooldown 140F
  • Clash level: 2
214H 1200 All 42 6 12 +2 +6 - 3 - - - - 1-14 Full
214H~M 1000 Low 38 6 17 -6 HKD - 2 - - - - 1-14 Full
  • Cooldown 480F. Easy input cooldown 660F
  • Clash level: 3
Foxflame
22L 800 All 21 9 17 -3 +1 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 110F
22M 1000 All 31 9 13 +5 +9 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 110F
22H 800 All 23 8 14 +1 +5 - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 570F

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.
Crimson Dance: Rinnen-aratame
236236H 3200 All 9+6 3 43 -23 HKD - 5 - - - - -
Sapphire Dance: Gentiana
236236U 4500 All 7+7 60 40 -24 HKD - 5 - - - - -

Sources[edit]

http://mayjunkie.web.fc2.com/GBVS/Ver.2.21/Yuel_frame_Ver.2.21.pdf
https://docs.google.com/spreadsheets/d/1hGprcQeXgmv1vswbLhIreH65bIyfe_q4EL0vvd_I4CY/edit#gid=1802543796

Navigation[edit]


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