< GBVSR
How to Read Frame Data
If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.
Frame Data
Character Comparisons
Name | HP |
---|---|
Gran | 16000 |
Katalina | 16000 |
Charlotta | 16000 |
Lancelot | 16000 |
Percival | 16000 |
Ladiva | 18000 |
Metera | 15000 |
Lowain | 16000 |
Ferry | 15000 |
Zeta | 16000 |
Vaseraga | 18000 |
Beelzebub | 16000 |
Narmaya | 16000 |
Soriz | 17000 |
Djeeta | 16000 |
Zooey | 16000 |
Belial | 16000 |
Cagliostro | 16000 |
Yuel | 16000 |
Anre | 16000 |
Eustace | 16000 |
Seox | 16000 |
Vira | 16000 |
Avatar Belial | 14000 |
Nier | 15000 |
Grimnir | 16000 |
Siegfried | 17000 |
Anila | 16000 |
System Data
Attack Level
Lvl 0 | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | |
---|---|---|---|---|---|
Hitstun (Ground Hit) | 14 | 16 | 18 | 20 | 22 |
Untechable (Air Hit) | 14 | 16 | 18 | 20 | 22 |
Untechable (Air Counter Hit) | 28 | 32 | 36 | 40 | 44 |
Blockstun (Ground) | 10 | 12 | 14 | 16 | 18 |
Blockstun (Air) | 19 | 21 | 23 | 25 | 27 |
Hitstop | 10 | 10 | 12 | 14 | 16 |
Counter Hit Hitstop | +2 | +2 | +4 | +8 | +12 |
Clash level | 0 | 1 | 2 | 3 | 4 |
- Crouching hit adds 1F additional hitstun
- Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18F.
- Air counter hit doubles the amount of untechable time
- Additional hitstop on counter hit only applies to opponent.
- Most Dash H have an attack value of 4, but will only give +4 on counter hit.
Evade
- Total: 29F
- 1-25F Strike and Projectile Invulnerability A state where a character cannot be hit. A common component of reversal moves.
- 26-29F in Counter Hit state
Cross-Over
- All Characters Except Ladiva
- Total: 29F
- 1-21F Above Knee Strike and Projectile Invulnerability A state where a character cannot be hit. A common component of reversal moves.
- Counter Hit state for the entire duration
- Total: 33F
- 1-22F Above Knee Strike and Projectile Invulnerability
- Counter Hit state for the entire duration
Knockdown
Hard Knockdown:
- 28F after groundbounce
Ground Recovery:
- In-place and Back roll: ??F
- Recovery can be buffered 5F before landing, and can be done during the first 6F after landing.
- All knockdowns have 9F throw invincibility upon wakeup.
Throw Invincibility
- During Prejump
- Hitstun/Blocking + 6F after
- Any knockdown regardless of ground recovery + 9F after
- Air Recovery + Until L + 9F after
- Throw Break + 7F after
- Some attacks are throw invincible, which is noted in the Frame Data.
Damage Scaling
Combo Count | Damage Dealt |
---|---|
1 hit | 100% |
2 hit | 100% |
3 hit | 70% |
4 hit | 60% |
5 hit | 50% |
6 hit | 40% |
7 hit | 30% |
8+ hit | 20% |
- Normal throws count as 2 hits for damage scaling purposes.
- Multi-hitting attacks, such as Gran's 236HGuardAllStartup14RecoveryTotal 45Advantage+3 or Charlotta's 214XGuardMidStartup7Recovery15Advantage-2 series all count as 1 hit for damage scaling purposes.
- The minimum scaling for Ultimate Skills is 40%.
- The minimum scaling for Skybound Arts and Super Skybound Arts is 50%.
Skybound Gauge Gain Table
Situation | Formula |
---|---|
Walking | 16 per frame |
Running | 10 per frame when in full speed |
Jumping forward | |
Performing a skill (L/M version) | 100 or 200 |
Performing a skill (H version) | 200 or 400 |
Opponent getting hit | Value based on attack × combo decay |
Getting hit | Scaled Damage × 0.5 |
Opponent blocking attack | Value based on attack × 0.5 |
Blocking attack | Base Damage × 0.18 |
Instant blocking attack | (Base Damage × 0.18) + 100 |
- A full Skybound Gauge is 10,000 units, so 100 units = 1% of Skybound Gauge.
- Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
- Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of Skybound Gauge (100 units).
- Inputting a skill will immediately give you a fixed amount of Skybound Gauge whether the move hits or not.
- Performing a multi-hitting skill will gain gauge only based on how many hits lands.
- Example: A 3-hit special with gauge gain like
400+720, 120x2
will give you 400 upon inputting the special, and the first landing hit (or blocked hit) will give you 720 (360) gauge regardless of which part of the move hits.
- Example: A 3-hit special with gauge gain like
- Attacks that cost Skybound Gauge do not gain any Skybound Gauge for the attacker.
- Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Skybound Gauge like Normal Block.
System Pages
Mechanics
Application & Advanced Information
Archived Information