Template:FullFrameDataHeader-GBVS

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! 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