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{{#lsth:DBFZ/Nappa/Data|j.2H Full}} | {{#lsth:DBFZ/Nappa/Data|j.2H Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Each hit advances scaling individually. Active frames based on altitude. 2nd hit has extra startup frame if activated close to the ground. | ||
}} | }} | ||
|- | |- | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
! colspan= | ! colspan=16 style="background: white;"|Arm Break | ||
|- | |- | ||
{{AttackVersion|name=236L|subtitle=|rowspan=2}} | {{AttackVersion|name=236L|subtitle=|rowspan=2}} | ||
{{#lsth:DBFZ/Nappa/Data|236L Full}} | {{#lsth:DBFZ/Nappa/Data|236L Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Forced soft knockdown on hit. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:DBFZ/Nappa/Data|236M Full}} | {{#lsth:DBFZ/Nappa/Data|236M Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Both hits scale independently. First hit also has +2 stages of initial prorate. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:DBFZ/Nappa/Data|236H Full}} | {{#lsth:DBFZ/Nappa/Data|236H Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Both hits scale independently. First hit also has +2 stages of initial prorate. | ||
}} | }} | ||
! colspan= | ! colspan=16 style="background: white;"|Saibamen | ||
|- | |- | ||
{{AttackVersion|name=Spit|subtitle=|rowspan=2}} | {{AttackVersion|name=Spit|subtitle=|rowspan=2}} | ||
{{#lsth:DBFZ/Nappa/Data|Saibamen Spit Full}} | {{#lsth:DBFZ/Nappa/Data|Saibamen Spit Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Restands the opponent on hit. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:DBFZ/Nappa/Data|Saibamen Slash Full}} | {{#lsth:DBFZ/Nappa/Data|Saibamen Slash Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Does not launch standing opponents. | ||
}} | }} | ||
|- | |- | ||
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{{#lsth:DBFZ/Nappa/Data|Saibamen Explosion Full}} | {{#lsth:DBFZ/Nappa/Data|Saibamen Explosion Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= | ||
* 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. | * 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. | * Behaves strangely at high hitstun decay. | ||
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{{#lsth:DBFZ/Nappa/Data|214H Full}} | {{#lsth:DBFZ/Nappa/Data|214H Full}} | ||
|- | |- | ||
! colspan= | ! colspan=16 style="background: white;"|Blazing Storm | ||
|- | |- | ||
{{AttackVersion|name=236S|subtitle=}} | {{AttackVersion|name=236S|subtitle=}} | ||
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{{AttackVersion|name=j.236S|subtitle=}} | {{AttackVersion|name=j.236S|subtitle=}} | ||
{{#lsth:DBFZ/Nappa/Data|j.236S Full}} | {{#lsth:DBFZ/Nappa/Data|j.236S Full}} | ||
! colspan= | ! colspan=16 style="background: white;"|Too Bad | ||
|- | |- | ||
{{AttackVersion|name=214S|subtitle=}} | {{AttackVersion|name=214S|subtitle=}} | ||
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{{#lsth:DBFZ/Nappa/Data|214S Counter Full}} | {{#lsth:DBFZ/Nappa/Data|214S Counter Full}} | ||
|- | |- | ||
{{Description| | {{Description|16|text= | ||
* [] = hold S | * [] = hold S | ||
* Both hits scale independently. First hit also has +4 stages of initial prorate. | * Both hits scale independently. First hit also has +4 stages of initial prorate. | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
! colspan= | ! colspan=16 style="background: white;"|Blazing Storm | ||
|- | |- | ||
{{AttackVersion|name=A1/A2|subtitle=}} | {{AttackVersion|name=A1/A2|subtitle=}} | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
! colspan= | ! colspan=16 style="background: white;"|Giant Storm | ||
|- | |- | ||
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{{#lsth:DBFZ/Nappa/Data|236HS Full}} | {{#lsth:DBFZ/Nappa/Data|236HS Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=805 minimum damage. | ||
}} | }} | ||
! colspan= | ! colspan=16 style="background: white;"|Break Cannon | ||
|- | |- | ||
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}} | {{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}} | ||
{{#lsth:DBFZ/Nappa/Data|214HS Full}} | {{#lsth:DBFZ/Nappa/Data|214HS Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=4278 total damage. 570 + 72x14 (1578 total) minimum damage. | ||
}} | }} | ||
|} | |} | ||
==Sources== | ==Sources== | ||
http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv (rec. April 24, 2018) | http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv (rec. April 24, 2018) | ||
==Navigation== | ==Navigation== | ||
{{#lsth:DBFZ/Nappa/Data|Links}} | {{#lsth:DBFZ/Nappa/Data|Links}} | ||
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{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Nappa]] | [[Category:Nappa]] |
Revision as of 16:58, 7 April 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. | ||||||||||||||||
Explosion | ||||||||||||||||
| ||||||||||||||||
214L | ||||||||||||||||
214M | ||||||||||||||||
214H | ||||||||||||||||
Blazing Storm | ||||||||||||||||
236S | ||||||||||||||||
j.236S | Too Bad | |||||||||||||||
214S | ||||||||||||||||
Counter | ||||||||||||||||
|
Assist
Super Moves
Sources
http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv (rec. April 24, 2018)
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.