GBVS/Zooey/Frame Data

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System Data

Health:10,000
Prejump:??F
Backdash:??F
Unique Movements:


Normal Moves

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
c.LGBVS Zooey cL.png 400 Mid 5 3 7 +2 +6 - - 0 - - - -
c.MGBVS Zooey cM.png 700 Mid 7 3 12 0 +4 - - 2 - - - -
c.HGBVS Zooey cH.png 1200 Mid 9 6 18 -5 -1 - - 4 - - - -
Auto Combo 1GBVS Zooey cXX.png
c.XX
350 Mid - - - - - - - 2 - - - -
Auto Combo 2GBVS Zooey cXXX.png
c.XXX
350 Mid - - - - - - - 3 - - - -
f.LGBVS Zooey fL.png 400 Mid 6 3 15 -5 -1 - - 1 - - - -
f.MGBVS Zooey fM.png 700 Mid 9 5 16 -6 -2 - - 2 - - - -
f.HGBVS Zooey fH.png 1000 Mid 10 5 19 -7 -3 - - 3 - - - -
2LGBVS Zooey 2L.png 400 Low 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Zooey 2M.png 700 Mid 8 4 14 -3 +1 - - 2 - - - -
2HGBVS Zooey 2H.png 1000 Mid 10 5 24 -12 -8 - - 3 - - - -
2UGBVS Zooey 2U.png 700 Low 8 6 21 -12 HKD - - 2 - - - -
j.LGBVS Zooey jL.png 400 High/Air 5 - - - - - - 1 - - - -
j.MGBVS Zooey jM.png 550 High/Air 8 - - - - - - 1 - - - -
j.HGBVS Zooey jH.png 800 High/Air 9 - - - - - - 2 - - - -
j.UGBVS Zooey jU.png 800 High/Air 7 - - - - - - 2 - - - -

Unique Action

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
ConvergenceGBVS Zooey Convergence.png
5U
- - 3 15~360 6 - - - - - - - - -
  • Full Dragon Gauge: 3000
  • Gauge continues to charge on the first frame of recovery and The Last Wish
  • Charge speed: 16 per frame for the first 16 active frame, 32 per frame afterward. Charge speed is halved while Lyrn is active or in cooldown
  • Dragon Gauge drain while Lyrn is active: 2 per frame in hitstop, hitstun, untechable time and knockdown. Super freeze not included
  • Cancelable into The Last Wish starting from frame 16
The Last WishGBVS Zooey TheLastWish.png
Convergence > 6L/M/H
700 Mid 5 8 22 -20 KD - - 4 - - - -
  • On hit, charge Dragon Gauge for 1500. While Lyrn is active: 500
  • Clash level: 10

Universal Mechanics

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Ground ThrowGBVS Zooey GroundThrow.png 1500 Throw 7 - - - - - - 0, 4 - - - -
Air ThrowGBVS Zooey AirThrow.png 1500 Throw - - - - - - - 0, 4 - - - -
Overhead Attack GBVS Zooey OverheadAttack.png 1000 High - - - - - - - 4 - - - -

Skills

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Immortal ThrustGBVS Zooey Immortal Thrust.png
236L
700 All 17 - - -2 +2 - - 3 - - - -
  • Consumes 400 Dragon Gauge on frame 17
  • Damage (Easy): 600
Heavy BreathGBVS Zooey Breath.png
236M
300, 500*2 All 34 - - +17 KD - - 3 - - - -
  • Consumes 600 Dragon Gauge on frame 32
  • Damage (Easy): 250, 450*2
Sweeping BeamGBVS Zooey Sweeping Beam.png
236H
160*5, 120*8 All 71 - - - - - - 3 - - - -
  • Consumes 1000 Dragon Gauge on frame 71
  • Damage (Easy): 150*5, 110*8
Spinning SlashGBVS Zooey Spinning Slash.png
214L/M/H
700 Mid 16 4 19 -6 -2 - - 3 - - - -
800 Mid 19 4 17 -4 0 - - 3 - - - -
800 Mid 16 4 19 -4 0 - - 4 - - - -
  • Clash level: 2 (L) 2 (M) 3 (H)
Ray StrikeGBVS Zooey RayStrike.png
214X > L/M/H
400 Low 18 7 18 -8 KD - - 3 - - - -
  • Clash level: 2 (214L/M > X), 3 (214H > X)
BisectionGBVS Zooey Bisection.png
214X > 6L/M/H
600 Mid 20 7 20 -8 KD - - 4 - - - -
  • Clash level: 2 (214L/M > X), 3 (214H > X)
Aerial Spinning SlashGBVS Zooey AerialSpinningSlash.png
623L/M/H
250*4 All 30 - - -2 +2 - - 2 - - - -
300, 200*5 All 17, 41 - - 0 +4 - - 2 - - - -
300, 200*5 Mid, All*5 9 - - +2 HKD [+6] - - 2 - - - -
  • Clash level (first hit): 3
ThunderGBVS Zooey Thunder.png
22L/M/H
400, 700 Mid, All 15 [19] - - -14 (-2) [+3] -10 (+2) [+7] - - 0, 2 - - - -
400, 700 Mid, All 15 [19] - - -14 [+3] -10 [+7] - - 0, 2 - - - -
400, 350*3 Mid, All*3 15 [19] - - +5 [+12] +9 [+16] - - 0, 2*3 - - - -
  • Clash level (first hit): 3
  • Easy Input Damage: 400, 600 (L) 400, 600 (M) 400, 300*3 (H)
Thunder (Air)GBVS Zooey Aerial Thunder.png
j.22L/M/H
700 All 22 - - - - - - 2 - - - -
700 All 22 - - - - - - 2 - - - -
700 All 22 - - - HKD - - 2 - - - -
  • Easy Input Damage: 600

Skybound Art

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Gamma Ray200x200px
236236H
3500 Mid 8+4 - - -27 HKD - - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
ArmageddonGBVS Zooey Armageddon.png
236236U
4500→3500 Mid→All 8+7 - - -28 HKD - - 4 - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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