DBFZ/Nappa/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Nappa
(Added frame data based on hitbox viewer and 120fps recording)
(Active frames)
Line 127: Line 127:
  |version=j.2H
  |version=j.2H
  |damage=650, 650 |level= |attribute=Strike |guard=Mid
  |damage=650, 650 |level= |attribute=Strike |guard=Mid
  |startup=26,2-3 |active=1-8,2+ |recovery= |frameAdv=
  |startup=26 |active=1-8(1-2)2+ |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=Each hit advances scaling individually. Active frames based on altitude.
  |description=Each hit advances scaling individually. Active frames based on altitude. 2nd hit has extra startup frame if activated close to the ground.
  }}
  }}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
Line 160: Line 160:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236M
  |version=236M
  |damage=600, 800 |level= |attribute=Strike,Strike |guard=High
  |damage=600, 800 |level= |attribute=Strike,Strike |guard=High, High
  |startup=26,13 |active=3,3 |recovery= |frameAdv=-6
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-6
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 168: Line 168:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236H
  |version=236H
  |damage=700, 900 |level= |attribute=Strike,Strike |guard=High
  |damage=700, 900 |level= |attribute=Strike,Strike |guard=High, High
  |startup=26,13 |active=3,3 |recovery= |frameAdv=-2
  |startup=26 |active=3(12)3 |recovery= |frameAdv=-2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 234: Line 234:
  |version=214S
  |version=214S
  |damage=600, 800 |level= |attribute=Strike,Strike |guard=Mid
  |damage=600, 800 |level= |attribute=Strike,Strike |guard=Mid
  |startup=15[20], 25[33] |active=2[3], 5 |recovery= |frameAdv=-6
  |startup=15[20] |active=2[3] (24[32]) 5 |recovery= |frameAdv=-6
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul=5-24[38] |hitbox=
  |invul=5-24[38] |hitbox=
Line 291: Line 291:
|}
|}
==Sources==
==Sources==
https://www.youtube.com/watch?v=hLwOiHO0ZK0
http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv
----
----
{{CharLinks
{{CharLinks

Revision as of 08:31, 24 April 2018

System Data

Health: 10,000

Prejump:

Assist Cooldown:


Normal Moves

Version 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.
400 Mid - 7 3 - -4 - 700 Mid - 11 3 - -8 - 1000 Mid - 15 4 - -6 - 400 Mid - 8 3 - -2 - 700 Low - 14 6 - -5 - 700 Mid - 15 4 - -8 - 850 High - 24 6 - 0 - 850 Mid - 15 3 - -9 - 850 Mid - 13 4 - -14 - 800 All - 25 - - - - 400 High - 6 3 - - - 700 High - 11 3 - - - 850 High - 13 4 - - - 650, 650 Mid - 26 1-8(1-2)2+ - - - 800 Mid - 23 - - - -

Special Moves

Version 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
1000 High - 24 3 - -6 - 600, 800 High, High - 26 3(12)3 - -6 - 700, 900 High, High - 26 3(12)3 - -2 - Saibamen
500 Mid - - - - - - 700 Mid - - 8 - - - 700 Mid - - 8 - - - 0, 1000 Mid - - 14 - - - Blazing Storm
1100 Mid - 22 10 - 0 - 1100 Mid - 28 10 - - - Too Bad
600, 800 Mid - 15[20] 2[3] (24[32]) 5 - -6 5-24[38]

Assist

Version 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
850 Mid - 34 10 - - -

Super Moves

Version 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
2300 Mid - 10+5 5 - -21 9-20 Break Cannon
750, 252x14 Mid - 10+3 3 - -24 1-15

Sources

http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv


Template:Navbar-DBFZ