GBVS/Narmaya/Frame Data

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System Data


Normal Moves

Genji/Dawnfly Stance
Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
5LGBVS Narmaya 5L.png


c.MGBVS Narmaya cM.png


c.HGBVS Narmaya cH.png


Auto Combo 1GBVS Narmaya cXX.png
c.XX


Auto Combo 2GBVS Narmaya cXXX.png
c.XXX


f.MGBVS Narmaya fM.png


f.HGBVS Narmaya fH.png


2LGBVS Narmaya 2L.png


2MGBVS Narmaya 2M.png


2HGBVS Narmaya 2H.png


2UGBVS Narmaya 2U.png


j.LGBVS Narmaya jL.png


j.MGBVS Narmaya jM.png


j.HGBVS Narmaya jH.png


j.UGBVS Narmaya jU.png


Kagura/Freeflutter Stance
Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
5LGBVS Narmaya 5L Kagura.png


c.MGBVS Narmaya cM Kagura.png


c.HGBVS Narmaya cH Kagura.png


f.MGBVS Narmaya fM Kagura.png


f.HGBVS Narmaya fH Kagura.png


2LGBVS Narmaya 2L Kagura.png


2MGBVS Narmaya 2M Kagura.png


2HGBVS Narmaya 2H Kagura.png


2UGBVS Narmaya 2U Kagura.png


j.LGBVS Narmaya jL Kagura.png


j.MGBVS Narmaya jM Kagura.png


j.HGBVS Narmaya jH Kagura.png


j.UGBVS Narmaya jU Kagura.png


Unique Action

Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Butterfly EffectGBVS Narmaya Genji Stance.png
Genji Stance
GBVS Narmaya Kagura Stance.png
Kagura Stance

5U


Universal Mechanics

Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Ground ThrowGBVS Narmaya Throw.png


Air ThrowGBVS Narmaya AirThrow.png


Overhead Attack GBVS Narmaya OverheadAttack.png



Skills

Genji/Dawnfly Stance
Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
SetsunaFile:GBVS Narmaya Setsuna.png
236L/M/H[g]


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 0
  • Damage (Easy): 900→600
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 0
  • Damage (Easy): 900→600
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 0
  • Damage (Easy): 900→600
Absolute HorizonFile:GBVS Narmaya Banri.png
623L/M/H[g]


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
TransientFile:GBVS Narmaya Utakata.png
214L/M/H[g]


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
Kagura/Freeflutter Stance
Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
KyokasuigetsuFile:GBVS Narmaya Kyouka.png


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
MugenkaguraFile:GBVS Narmaya Mugen.png
623L/M/H[k]


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Crescent MoonFile:GBVS Narmaya Sengetsu.png
214L/M/H[k]


  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 20F. Easy input cooldown 200F
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2
Crescent Moon (Midair)File:GBVS Narmaya Sengetsu.png
j.214L/M/H[k]


  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2

Skybound Art

Version 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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
One Hundred CloudscapesFile:GBVS Narmaya SBA.png
236236H


  • Clash level: 20 (Easy), 25 (Technical)
Butterfly Effect: Ame-no-UzumeFile:GBVS Narmaya SSBA2.png
236236U


  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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