GBVS/Zeta/Frame Data

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System Data[edit]


Health:10,000
Prejump:4F
Backdash:22F
Unique Movements:


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 Zeta cL.png 400 Mid 5 3 5 +2 +6 - 0 - - - - -
c.MGBVS Zeta cM.png 700 Mid 6 3 14 -3 +1 - 2 - - - - -
c.HGBVS Zeta cH.png 1200 Mid 9 6 16 -4 0 - 4 - - - - -
Auto Combo 1GBVS Zeta cXX.png
c.XX
350 Mid 9 X X -3 +1 - 2 - - - - -
Auto Combo 2GBVS Zeta cXXX.png
c.XXX
350 Mid 13 X X -4 0 - 3 - - - - -
f.LGBVS Zeta fL.png 400 Mid 6 3 14 -5 -1 - 1 - - - - -
f.MGBVS Zeta fM.png 700 Mid 11 4 15 -6 -2 - 2 - - - - -
f.HGBVS Zeta fH.png 1000 Mid 9 6 17 -7 -3 - 3 - - - - -
2LGBVS Zeta 2L.png 400 Low 6 3 5 +2 +6 - 0 - - - - -
2MGBVS Zeta 2M.png 700 Mid 9 6 11 -3 +1 - 2 - - - - -
2HGBVS Zeta 2H.png 1000 Mid 11 5 23 -12 -8 - 3 - - - - -
2UGBVS Zeta 2U.png 300, 600 Low 7, 25 3, 3 14 -7 HKD - 2 - - - - -
j.LGBVS Zeta jL.png 400 High/Air 5 Until landing X - - - 1 - - - - -
j.MGBVS Zeta jM.png 550 High/Air 7 6 X - - - 1 - - - - -
j.HGBVS Zeta jH.png 800 High/Air 7 9 X - - - 2 - - - - -
j.UGBVS Zeta jU.png 500 High/Air 5 Until landing X - - - 2 - - - - -
  • Clash level: 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.
Signo DriveGBVS Zeta SignoDrive.png
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. 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 Zeta Throw.png 1500 Throw 7 - - - HKD - 0, 1, 4 - - - - -
Air ThrowGBVS Zeta AirThrow.png 1500 Airthrow - - - - HKD - 0, 4 - - - - -
Overhead Attack GBVS Zeta OverheadAttack.png 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. 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.
Infinite WondersGBVS Zeta InfiniteWonders.png
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 ArvessGBVS Zeta SpearOfArvess.png
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)GBVS Zeta SpearOfArvessRise.png
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)GBVS Zeta SpearOfArvessFall.png
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-upGBVS Zeta SpearOfArvess.png
Arvess > Direction + X 500 [700] All 16 - - - KD - 3 - - - - -
  • Clash level: 1 (L/M), 2 (H)
RhapsodyGBVS Zeta Rhapsody.png
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 CleaveGBVS Zeta CrimsonCleave.png
214X > L 1000 Mid 15 3 22 -9 KD - 3 - - - - -
Rising SplitGBVS Zeta RisingSplit.png
214X > M 1000 Mid 9 6 19 -9 KD - 3 - - - - -
Knee AssaultGBVS Zeta KneeAssault.png
214X > H 600 Mid 8 4 15 - KD - 2 - - - - -

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.
Resolute StrikeGBVS Zeta ResoluteStrike2.png
GBVS Zeta ResoluteStrike.png
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 RoarGBVS Zeta SiriusRoar2.png
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.