GBVS/Zeta/Frame Data

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System Data[edit]

Health[edit]

10000

Prejump[edit]

4f

Backdash[edit]

22f

Movement[edit]

Jump, Dash Type: ??



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 5 3 5 +2 +6 - 0 - - - - -
c.M 700 Mid 6 3 14 -3 +1 - 2 - - - - -
c.H 1200 Mid 9 6 16 -4 0 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid 9 X X -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid 13 X X -4 0 - 3 - - - - -
f.L 400 Mid 6 3 14 -5 -1 - 1 - - - - -
f.M 700 Mid 11 4 15 -6 -2 - 2 - - - - -
f.H 1000 Mid 9 6 17 -7 -3 - 3 - - - - -
2L 400 Low 6 3 5 +2 +6 - 0 - - - - -
2M 700 Mid 9 6 11 -3 +1 - 2 - - - - -
2H 1000 Mid 11 5 23 -12 -8 - 3 - - - - -
2U 300, 600 Low 7, 25 3, 3 14 -7 HKD - 2 - - - - -
j.L 400 High/Air 5 Until landing X - - - 1 - - - - -
j.M 550 High/Air 7 6 X - - - 1 - - - - -
j.H 800 High/Air 7 9 X - - - 2 - - - - -
j.U 500 High/Air 5 Until landing X - - - 2 - - - - -
  • Clash level: 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.
Signo Drive
5U 300, 100*N Mid 8, 18 - - -2 +2 - 2 - - - - -
  • Clash level (after first hit): 1

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 - - - - HKD - 0, 1, 4 - - - - -
Air Throw 1500 Airthrow - - - - HKD - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-36 Throw
12-35 Low
9-35 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.
Infinite Wonders
236L 700 All 20 12 21 -7~0 -3~7 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 600
236M 900 All 28 12 21 -7~0 -3~7 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 800
236H 200, 700 All 18 12 23 -7~0 HKD - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 150, 650
Spear of Arvess
66L 600 Mid 16 - - -8~-3 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
66M 800 Mid 19 - - -14~-3 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
66H 600 Mid 15 - - -14~-3 HKD - 3 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Spear of Arvess (Rise)
22L 800 Mid 12 - - - KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
22M 1000 Mid 12 - - - KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 2
22H 800 Mid 12 - - - HKD - 3 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Spear of Arvess (Fall)
j.22L 800 All - - - - KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
j.22M 800 All - - - - KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
j.22H 800 All - - - - HKD - 3 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2
Spear of Arvess Follow-up
Arvess > Direction + X 500 [700] All 16 - - - KD - 3 - - - - -
  • Clash level: 1 (L/M), 2 (H)
Rhapsody
214L - - 3 40 21 - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M - - 3 40 21 - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214H - - 1 42 19 - - - - - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Crimson Cleave
214X > L 1000 Mid 15 3 22 -9 KD - 3 - - - - -
Rising Split
214X > M 1000 Mid 9 6 19 -9 KD - 3 - - - - -
Knee Assault
214X > H 600 Mid 8 4 15 - KD - 2 - - - - -

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.
Resolute Strike
236236H 3500→2500 Mid 8+5 - - -21 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
j.236236H 3500→2500 All - - - - HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Sirius Roar
236236U 4500→3500 Mid 7+6 - - -42 HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


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