GBVS/Zeta/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
System Data[edit]
Health[edit]
10000
Prejump[edit]
4f
Backdash[edit]
22f
Movement[edit]
Jump, Dash Type: ??
Normal Moves[edit]
Unique Action[edit]
Universal Mechanics[edit]
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. | ||||
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Infinite Wonders | ||||||||||||||||||
236L | 700 | All | 20 | 12 | 21 | -7~0 | -3~7 | - | 2 | - | - | - | - | - | ||||
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236M | 900 | All | 28 | 12 | 21 | -7~0 | -3~7 | - | 2 | - | - | - | - | - | ||||
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236H | 200, 700 | All | 18 | 12 | 23 | -7~0 | HKD | - | 2 | - | - | - | - | - | ||||
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Spear of Arvess | ||||||||||||||||||
66L | 600 | Mid | 16 | - | - | -8~-3 | KD | - | 3 | - | - | - | - | - | ||||
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66M | 800 | Mid | 19 | - | - | -14~-3 | KD | - | 3 | - | - | - | - | - | ||||
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66H | 600 | Mid | 15 | - | - | -14~-3 | HKD | - | 3 | - | - | - | - | - | ||||
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Spear of Arvess (Rise) | ||||||||||||||||||
22L | 800 | Mid | 12 | - | - | - | KD | - | 3 | - | - | - | - | - | ||||
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22M | 1000 | Mid | 12 | - | - | - | KD | - | 3 | - | - | - | - | - | ||||
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22H | 800 | Mid | 12 | - | - | - | HKD | - | 3 | - | - | - | - | - | ||||
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Spear of Arvess (Fall) | ||||||||||||||||||
j.22L | 800 | All | - | - | - | - | KD | - | 3 | - | - | - | - | - | ||||
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j.22M | 800 | All | - | - | - | - | KD | - | 3 | - | - | - | - | - | ||||
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j.22H | 800 | All | - | - | - | - | HKD | - | 3 | - | - | - | - | - | ||||
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Spear of Arvess Follow-up | ||||||||||||||||||
Arvess > Direction + X | 500 [700] | All | 16 | - | - | - | KD | - | 3 | - | - | - | - | - | ||||
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Rhapsody | ||||||||||||||||||
214L | - | - | 3 | 40 | 21 | - | - | - | - | - | - | - | - | - | ||||
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214M | - | - | 3 | 40 | 21 | - | - | - | - | - | - | - | - | - | ||||
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214H | - | - | 1 | 42 | 19 | - | - | - | - | - | - | - | - | - | ||||
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Crimson Cleave | ||||||||||||||||||
214X > L | 1000 | Mid | 15 | 3 | 22 | -9 | KD | - | 3 | - | - | - | - | - | ||||
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Rising Split | ||||||||||||||||||
214X > M | 1000 | Mid | 9 | 6 | 19 | -9 | KD | - | 3 | - | - | - | - | - | ||||
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Knee Assault | ||||||||||||||||||
214X > H | 600 | Mid | 8 | 4 | 15 | - | KD | - | 2 | - | - | - | - | - | ||||
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Skybound Art[edit]
Sources[edit]
[edit]
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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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Click [★] for character's full frame data
System Explanations
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •