DBFZ/Nappa/Frame Data: Difference between revisions

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{{AttackVersion|name=Spit|subtitle=|rowspan=2}}
{{AttackVersion|name=Spit|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Nappa/Data|Saibaman Spit Full}}
{{#lsth:DBFZ/Nappa/Data|Saibamen Spit Full}}
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{{Description|14|text=Restands the opponent on hit.
{{Description|14|text=Restands the opponent on hit.
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{{AttackVersion|name=Slash|subtitle=|rowspan=2}}
{{AttackVersion|name=Slash|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Nappa/Data|Saibaman Slash Full}}
{{#lsth:DBFZ/Nappa/Data|Saibamen Slash Full}}
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{{Description|14|text=Does not launch standing opponents.
{{Description|14|text=Does not launch standing opponents.
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{{AttackVersion|name=Slide|subtitle=}}
{{AttackVersion|name=Slide|subtitle=}}
{{#lsth:DBFZ/Nappa/Data|Saibaman Slide Full}}
{{#lsth:DBFZ/Nappa/Data|Saibamen Slide Full}}
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{{AttackVersion|name=Explosion|subtitle=|rowspan=2}}
{{AttackVersion|name=Explosion|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Nappa/Data|Saibaman Explosion Full}}
{{#lsth:DBFZ/Nappa/Data|Saibamen Explosion Full}}
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{{Description|14|text=
{{Description|14|text=

Revision as of 23:50, 3 March 2019

System Data


Normal Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H

Each hit advances scaling individually. Active frames based on altitude. 2nd hit has extra startup frame if activated close to the ground.

j.S

Special Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.
Arm Break
236L

Forced soft knockdown on hit.

236M

Both hits scale independently. First hit also has +2 stages of initial prorate.

236H

Both hits scale independently. First hit also has +2 stages of initial prorate.

Saibamen
Spit

Restands the opponent on hit.

Slash

Does not launch standing opponents.

Slide
Explosion
  • Will home in on target's location at the point the leap first starts. If hitbox makes contact, relative positions will autocorrect to allow grab animation to play.
  • Behaves strangely at high hitstun decay.
  • Forced +1 stage of prorate
Blazing Storm
236S
j.236S Too Bad
214S
  • [] = hold S
  • Both hits scale independently. First hit also has +4 stages of initial prorate.
  • Guard point active on frame 5 until the first hit comes out and absorbs all non-super Strike moves. If triggered, move changes. Now continues to guard point Strikes and the first hit doesn't come out. 2nd hit Smashes for a highly scaled ground bounce and does 1000 damage. Gains 25% of a bar on guard point trigger.

Assist

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.
Blazing Storm
A1/A2

Super Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.
Giant Storm
236LM
or 236HS

805 minimum damage.

Break Cannon
214LM
or 214HS

4278 total damage. 570 + 72x14 (1578 total) minimum damage.

Sources

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

Navigation

To edit frame data, edit values in DBFZ/Nappa/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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