DBFZ/Nappa/Frame Data

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Nappa


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 Low 6 3 12 -3
5LL 700 All 11 3 -7
5LLL 1000 U3+ All 15 4 -5
5M 700 Low 11 6 14 -4
5H 850 U1 All 15 3 23 -8
5S 450, 800 All 16, 28 -6
2L 400 All 8 3 10 0
2M 700 Low 15 4 22 -7
2H 850 U1+ All 13 4 25 -13
6M 850 High 24 6 10 0
j.L 400 High 6 3 12
j.M 700 High 11 3 16
j.H 850 / 1000 D1+ [D3+] High 13 4 22
j.2H 650, 650 U1+ All 19[16] 1-8(1-2)2+
j.S 800 All 16 1 24+3L


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Arm Break 1200 D1 High 24~33 3 -5
236[L] [L] Arm Break 1300 D1 High 34~54 3 +2
236M M Arm Break 700, 900 D1 High 26~33 3(12~21)3 -5
236[M] [M] Arm Break 700, 1200 D1 High 34~54 3(22~51)3 +2
236H H Arm Break 800, 1000 D1 High 24 3(12~21)3 -5
236[H] [H] Arm Break 800, 1300 D1 High 24 3(22~51)3 +2
214L L Saibamen Total 44
214M M Saibamen Total 44
214H H Saibamen Total 39
Saibamen Claw Saibamen Claw 700 All 8
Saibamen Spit Saibamen Spit 400 All
Saibamen Slide Saibamen Slide 600 All 8
Saibamen Grab Saibamen Grab 0, 1334 All 14
236S Blazing Storm 1100 All 18 10 -2
j.236S Air Blazing Storm 1100 All 18 10
214S Too bad (Counter) 600, 800 U1+ All 12[25] 2[3] (24[32]) 5 -5 5-24[38] Strike Guard Point
214S Counter Too bad (Counter Attack) 1000 U1+ All


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Blazing Storm 850 All 28 10 +35 +35
Assist B Too bad 450, 420 All 25 +29 Strike Guard Point +29
Assist C Deluxe Bomber 450×2, 350 All 60 [20] +33 33


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Giant Storm 2300 All 10+5 5 -21 9-20
214L+M Break Cannon 4278 All 9+3 3 -24 1-15 Full
214[L+M] Break Cannon (Hold) 780 All 12 3 -24 1-15


Sources

http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv (rec. April 24, 2018)

Navigation

Nappa
Ambox notice.png To edit frame data, edit values in DBFZ/Nappa/Data.

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