GBVS/Narmaya/Frame Data: Difference between revisions

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< GBVS‎ | Narmaya
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
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! colspan=19 style="background: white;"|Instinction
! colspan=19 style="background: white;"| Setsuna
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|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|214L Full}}
{{#lsth:GBVS/Narmaya/Data|214L Full}}
|-
|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214M|rowspan=2}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|214M Full}}
{{#lsth:GBVS/Narmaya/Data|214M Full}}
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|-
{{Description|14|text=
{{Description|14|text=
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{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|214H Full}}
{{#lsth:GBVS/Narmaya/Data|214H Full}}
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|-
{{Description|14|text=
{{Description|14|text=
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}}
}}
}}
}}
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! colspan=19 style="background: white;"|Great Scythe Grynoth
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{{AttackVersion|name=632146L|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|632146L Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
{{AttackVersion|name=632146M|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|632146M Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
{{AttackVersion|name=632146H|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|632146H Full}}
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{{Description|14|text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
}}
}}
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! colspan=19 style="background: white;"|Battalions of Fear
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{{AttackVersion|name=[4]6L|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|[4]6L Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
{{AttackVersion|name=[4]6M|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|[4]6M Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
{{AttackVersion|name=[4]6H|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|[4]6H Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
}}
}}
|-
! colspan=19 style="background: white;"|Savage Rampage
|-
{{AttackVersion|name=22L|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22L Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
{{AttackVersion|name=22M|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22M Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 20F. Easy input cooldown 200F
}}
}}
|-
{{AttackVersion|name=22H|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22H Full}}
|-
{{Description|14|text=
{{ColumnList |text=
*Cooldown 480F. Easy input cooldown 600F
}}
}}
|-
! colspan=19 style="background: white;"|Rising Slash
|-
{{AttackVersion|name=22X > L|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22X > L Full}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
! colspan=19 style="background: white;"|Sweeping Slash
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{{AttackVersion|name=22X > M|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22X > M Full}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
! colspan=19 style="background: white;"|Crushing Strike
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{{AttackVersion|name=22X > H|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22X > H Full}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
! colspan=19 style="background: white;"|Ravaging Stomp
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{{AttackVersion|name=22X > U|rowspan=2}}
{{#lsth:GBVS/Vaseraga/Data|22X > U Full}}
|-
{{Description|14|text=
{{ColumnList |text=
}}
}}
|-
|}


==Skybound Art==
==Skybound Art==

Revision as of 21:07, 5 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
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

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

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
Setsuna
214L
  • Cooldown 20F. Easy input cooldown 200F
214M
  • Cooldown 20F. Easy input cooldown 200F
214H
  • 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
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.