GBVS/Narmaya/Frame Data: Difference between revisions

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< GBVS‎ | Narmaya
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{{#lsth:GBVS/Narmaya/Data|Nav}}
{{#lst:GBVS/Narmaya/Data|Nav}}
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<div style="float:left; margin-right:25px;">
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</div>
==[[GBVS/Frame Data|System Data]]==
==[[GBVS/Frame Data|System Data]]==
{{#lsth:GBVS/Narmaya/Data|SystemData}}
{{#lst:GBVS/Narmaya/Data|SystemData}}
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{{AttackVersion|name=5L|subtitle=|rowspan=2}}
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{{AttackVersion|name=Auto Combo 1|subtitle=c.XX|rowspan=2}}
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{{#lsth:GBVS/Narmaya/Data|c.XX Full}}
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{{AttackVersion|name=Auto Combo 2|subtitle=c.XXX|rowspan=2}}
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{{#lsth:GBVS/Narmaya/Data|c.XXX Full}}
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
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{{AttackVersion|name=2M|subtitle=|rowspan=2}}
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
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{{AttackVersion|name=2U|subtitle=|rowspan=2}}
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{{AttackVersion|name=5L|subtitle=|rowspan=2}}
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{{AttackVersion|name=f.M|subtitle=|rowspan=2}}
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{{AttackVersion|name=2L|subtitle=|rowspan=2}}
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{{AttackVersion|name=5U|subtitle=|rowspan=2}}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
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{{AttackVersion|name=Overhead Attack |subtitle=|rowspan=2}}
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{{AttackVersion|name=214L[g]|rowspan=2}}
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{{AttackVersion|name=214H[g]|rowspan=2}}
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{{AttackVersion|name=623H[k]|rowspan=2}}
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{{AttackVersion|name=214L|rowspan=2}}
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{{AttackVersion|name=214M[k]|rowspan=2}}
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{{AttackVersion|name=j.214L[k]|rowspan=2}}
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{{#lsth:GBVS/Narmaya/Data|j.214H[k] Full}}
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{{AttackVersion|name=236236H |subtitle=|rowspan=2}}
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{{#lsth:GBVS/Narmaya/Data|236236H Full}}
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{{AttackVersion|name=236236U |subtitle=|rowspan=2}}
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{{#lsth:GBVS/Narmaya/Data|236236U Full}}
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==Navigation==
==Navigation==
{{#lsth:GBVS/Narmaya/Data|Links}}
{{#lst:GBVS/Narmaya/Data|Links}}
{{notice|To edit frame data, edit values in [[GBVS/Narmaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[GBVS/Narmaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-GBVS}}
{{Navbar-GBVS}}
[[Category:Narmaya]]
[[Category:Narmaya]]
[[Category:Granblue Fantasy Versus]]
[[Category:Granblue Fantasy Versus]]

Revision as of 02:56, 7 March 2020

System Data



Normal Moves

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 Invuln
Genji Stance
5L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
j.U
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 Invuln
Kagura Stance
5L
c.M
c.H
f.M
f.H
2L
2M
2H
2U
j.L
j.M
j.H
j.U

Unique Action

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 Invuln
5U

Universal Mechanics

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 Invuln
Ground Throw
Air Throw
Overhead Attack


Skills

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 Invuln
Genji Stance
Setsuna
236L[g]
  • Cooldown 20F. Easy input cooldown 200F
236M[g]
  • Cooldown 20F. Easy input cooldown 200F
236H[g]
  • Cooldown 480F. Easy input cooldown 600F
Banri Ikkuu
623L[g]
  • Cooldown 20F. Easy input cooldown 200F
623M[g]
  • Cooldown 20F. Easy input cooldown 200F
623H[g]
  • Cooldown 480F. Easy input cooldown 600F
Utakata
214L[g]
  • Cooldown 20F. Easy input cooldown 200F
214M[g]
  • Cooldown 20F. Easy input cooldown 200F
214H[g]
  • Cooldown 480F. Easy input cooldown 600F
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 Invuln
Kagura Stance
Kyouka Suigetsu
236L[k]
  • Cooldown 20F. Easy input cooldown 200F
236M[k]
  • Cooldown 20F. Easy input cooldown 200F
236H[k]
  • Cooldown 480F. Easy input cooldown 600F
Mugen Kagura
623L[k]
  • Cooldown 20F. Easy input cooldown 200F
623M[k]
  • Cooldown 20F. Easy input cooldown 200F
623H[k]
  • Cooldown 480F. Easy input cooldown 600F
Sengetsu
214L
  • Cooldown 20F. Easy input cooldown 200F
214M[k]
  • Cooldown 20F. Easy input cooldown 200F
214H[k]
  • Cooldown 480F. Easy input cooldown 600F
Air Sengetsu
j.214L[k]
  • Cooldown 20F. Easy input cooldown 200F
j.214M[k]
  • Cooldown 20F. Easy input cooldown 200F
j.214H[k]
  • Cooldown 480F. Easy input cooldown 600F

Skybound Art

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 Invuln
One Hundred Cloudscapes
236236H
Butterfly Effect: Ame-no-Uzume
236236U

Sources

Navigation

To edit frame data, edit values in GBVS/Narmaya/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.