GBVS/Zooey/Frame Data

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System Data[edit]

Health[edit]

10000


Prejump[edit]

??f

Backdash[edit]

??f

Movement[edit]

Jump, Dash Type: Run



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 7 +2 +6 - 0 - - - - -
c.M 700 Mid 7 3 12 0 +4 - 2 - - - - -
c.H 1200 Mid 9 6 18 -5 -1 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid - - - - - - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid - - - - - - 3 - - - - -
f.L 400 Mid 6 3 15 -5 -1 - 1 - - - - -
f.M 700 Mid 9 5 16 -6 -2 - 2 - - - - -
f.H 1000 Mid 10 5 19 -7 -3 - 3 - - - - -
2L 400 Low 6 3 6 +2 +6 - 0 - - - - -
2M 700 Mid 8 4 14 -3 +1 - 2 - - - - -
2H 1000 Mid 10 5 24 -12 -8 - 3 - - - - -
2U 700 Low 8 6 21 -12 HKD - 2 - - - - -
j.L 400 High/Air 5 - - - - - 1 - - - - -
j.M 550 High/Air 8 - - - - - 1 - - - - -
j.H 800 High/Air 9 - - - - - 2 - - - - -
j.U 800 High/Air 7 - - - - - 2 - - - - -

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.
Convergence
Convergence
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 Wish
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[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 - - - - - - 0, 4 - - - - -
Air Throw 1500 Throw - - - - - - 0, 4 - - - - -
Overhead Attack 1000 High - - - - - - 4 - - - - -

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.
Summon Dragon
Immortal Thrust 700 All 17 - - -2 +2 - 3 - - - - -
  • Consumes 400 Dragon Gauge on frame 17
  • Damage (Easy): 600
Heavy Breath 300, 500*2 All 34 - - +17 KD - 3 - - - - -
  • Consumes 600 Dragon Gauge on frame 32
  • Damage (Easy): 250, 450*2
Sweeping Beam 160*5, 120*8 All 71 - - - - - 3 - - - - -
  • Consumes 1000 Dragon Gauge on frame 71
  • Damage (Easy): 150*5, 110*8
Spinning Slash
214L 700 Mid 16 4 19 -6 -2 - 3 - - - - -
  • Clash level: 2
214M 800 Mid 19 4 17 -4 0 - 3 - - - - -
  • Clash level: 2
214H 800 Mid 16 4 19 -4 0 - 4 - - - - -
  • Clash level: 3
Ray Strike
214X > L/M/H 400 Low 18 7 18 -8 KD - 3 - - - - -
  • Clash level: 2 (214L/M > X), 3 (214H > X)
Bisection
214X > 6L/M/H 600 Mid 20 7 20 -8 KD - 4 - - - - -
  • Clash level: 2 (214L/M > X), 3 (214H > X)
Aerial Spinning Slash
623L 250*4 All 30 - - -2 +2 - 2 - - - - -
623M 300, 200*5 All 17, 41 - - 0 +4 - 2 - - - - -
  • Clash level (first hit): 3
623H 300, 200*5 Mid, All*5 9 - - +2 HKD [+6] - 2 - - - - -
  • Clash level (first hit): 3
Thunder
22L 400, 700 Mid, All 15 [19] - - -14 (-2) [+3] -10 (+2) [+7] - 0, 2 - - - - -
  • Clash level (first hit): 3
  • Damage (Easy): 400, 600
22M 400, 700 Mid, All 15 [19] - - -14 [+3] -10 [+7] - 0, 2 - - - - -
  • Clash level (first hit): 3
  • Damage (Easy): 400, 600
22H 400, 350*3 Mid, All*3 15 [19] - - +5 [+12] +9 [+16] - 0, 2*3 - - - - -
  • Clash level (first hit): 3
  • Damage (Easy): 400, 300*3
Thunder (Aerial)
j.22L 700 All 22 - - - - - 2 - - - - -
  • Damage (Easy): 600
j.22M 700 All 22 - - - - - 2 - - - - -
  • Damage (Easy): 600
j.22H 700 All 22 - - - HKD - 2 - - - - -
  • Damage (Easy): 600

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.
Gamma Ray
236236H 3500 Mid 8+4 - - -27 HKD - 4 - - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Armageddon
236236U 4500→3500 Mid→All 8+7 - - -28 HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


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