GBVS/Yuel/Frame Data

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System Data[edit]


Health:10,000
Prejump:4F
Backdash:17F
Forward Step (stance):14F
Unique Movements:Step Dash (during Third Dance)


Normal Moves[edit]

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 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.LGBVS Yuel cL.png 400 All 5 3 6 +2 +6 - 0 - - - - -
c.MGBVS Yuel cM.png 700 All 6 3 14 -2 +2 - 2 - - - - -
c.HGBVS Yuel cH.png 600, 200*2 All 8 2, 2, 2 21 -4 0 - 4 - - - - -
Auto Combo 1GBVS Yuel cXX.png
c.XX
400 All - - - -3 +1 - 2 - - - - -
Auto Combo 2GBVS Yuel cXXX.png
c.XXX
400 All - - - -4 0 - 3 - - - - -
f.LGBVS Yuel fL.png 400 Low 6 3 9 +1 +5 - 1 - - - - -
f.MGBVS Yuel fM.png 500, 200 All 9 3, 3 17 -7 -1 - 2 - - - - -
f.HGBVS Yuel fH.png 1000 All 10 6 18 -8 -4 - 3 - - - - -
2LGBVS Yuel 2L.png 400 Low 6 3 6 +2 +6 - 0 - - - - -
2MGBVS Yuel 2M.png 700 All 7 2 16 -3 +1 - 2 - - - - -
2HGBVS Yuel 2H.png 500*2 All 11 3, 3 24 -10 -6 - 3 - - - - -
2UGBVS Yuel 2U.png 700 Low 7 3 24 -12 HKD - 2 - - - - -
j.LGBVS Yuel jL.png 400 High 5 Until landing N/A - - - 1 - - - - -
j.MGBVS Yuel jM.png 300*2 High, All 6, 10 - - - - - 1 - - - - -
j.HGBVS Yuel jH.png 400*2 High 8, 15 - - - - - 1 - - - - -
j.UGBVS Yuel jU.png 200*n All 19 - - -1 +1 - 1 - - - - -

Unique Action[edit]

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 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 StanceGBVS Yuel ThirdDance.png
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 SparrowGBVS Yuel EyeOfTheSparrow.png
Counter
700 All 7 15 15 -13 KD - 4 - - - - 1-Active Full
Third Dance Attacks
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 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.
5LGBVS Yuel ThirdDance 5L.png 400 All 5 3 8 0 +4 - 0 - - - - -
  • Clash level: 1
2LGBVS Yuel ThirdDance 2L.png 600 All 8 3 15 -3 +1 - 2 - - - - -
5MGBVS Yuel ThirdDance 5M.png 800 All 16 4 13 0 +5 - 3 - - - - 10-19 Low
  • Forces crouching on hit.
  • Airborne frames 7 to 18.
2MGBVS Yuel ThirdDance 2M.png 600 Low 10 6 5 +2 +6 - 1 - - - - -
  • Low profiles frames 7 to 18.
GurrenGBVS Yuel Gurren.png
5H
1000 All 15[29] 11 14 -6 -2 - 4 - - - - -
YugetsuGBVS Yuel Yugetsu.png
2H
1000 All 11 6 24 -13 KD - 3 - - - - -

Universal Mechanics[edit]

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 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 ThrowGBVS Yuel FThrow.png 1500 Throw 7 3 34 N/A HKD - 0, 4 - - - - -
Stance ThrowGBVS Yuel FThrow.png 1500 Throw 22 3 31 N/A HKD - - - - - - -
  • Airborne frames 3 to 13.
Air ThrowGBVS Yuel AirThrow.png 1500 Throw 5 5 Until landing + 5 N/A HKD - - - - - - -
Overhead Attack GBVS Yuel UOH.png 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. 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 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 SkyGBVS Yuel StarlitSky.png
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: HomuragaeshiGBVS Yuel HienHomuragaeshi.png
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
HanaarashiGBVS Yuel HanaarashiL.png
214L/H
GBVS Yuel HanaarashiM.png
214M
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
FoxflameGBVS Yuel Foxflame.png
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. 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 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-aratameGBVS Yuel CrimsonDance RinnenAratame start.png
236236H 3200 All 9+6 3 43 -23 HKD - 5 - - - - -
Sapphire Dance: GentianaGBVS Yuel SapphireDance Gentiana finish.png
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.