DBFZ/Nappa/Frame Data

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System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L 400 Low - 7 3 12 -3 - - - Strike - - - -
5LL 700 All - 11 3 - -7 - - - Strike - - - -
5LLL 1000 All - 15 4 - -5 - - - Strike - - - -
2L 400 All - 8 3 10 -1 - - - Strike - - - -
5M 700 Low - 14 6 14 -4 - - - Strike - - - -
2M 700 Low - 15 4 22 -7 - - - Strike - - - -
6M 850 High - 24 6 10 0 - - - Strike - - - -
5H 850 All - 15 3 23 -8 - - - Strike - - - -
2H 850 All - 13 4 25 -13 - - - Strike - - - -
5S 450, 800 All - 16, 28 - - -6 - - - Strike, Projectile Lvl 1 - - - -
j.L 400 High - 6 3 12 - - - - Strike - - - -
j.M 700 High - 11 3 16 - - - - Strike - - - -
j.H 850 [1000] High - 13 4 22 - - - - Strike - - - -
j.2H 650, 650 All - 19 1-8(1-2)2+ - - - - - Strike - - - -

Each hit advances scaling individually. Active frames based on altitude. 2nd hit has extra startup frame if activated close to the ground.

j.S 800 All - 18 1 24+3L - - - - Projectile Lvl 1 - - - -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Arm Break
236L/M/H
1200 High - 24~33 3 - -5 - - - Strike - - - -
700, 900 High - 26~33 3(12~21)3 - -5 - - - Strike,Strike - - - -
800, 1000 High - 24 3(12~21)3 - -5 - - - Strike,Strike - - - -
  • L version forced soft knockdown on hit.
  • M and H versions both hits scale independently. First hit also has +2 stages of initial prorate.
Saibamen Claw 700 All - - 8 - - - - - Strike - - - -

Does not launch standing opponents.

Saibamen Vomit


Restands the opponent on hit.

Saibamen Slide 600 All - - 8 - - - - - Strike - - - -
Saibamen Grab 0, 1334 All - - 14 - - - - - Strike - - - -
  • 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.
  • Forced +1 stage of prorate
Plant Saibamen
214L/M/H
- - - - - Total 44 - - - - - - - - -
- - - - - Total 44 - - - - - - - - -
- - - - - Total 39 - - - - - - - - -
Blazing Storm
236S
1100 All - 20 10 - -2 - - - Strike - - - -
Blazing Storm (Air)
j.236S
1100 All - 28 10 - - - - - Strike - - - -
Too Bad
214S
600, 800 All - 12[25] 2[3] (24[32]) 5 - -5 5-24[38] Strike Guard Point - - Strike,Strike - - - -
  • [] = hold S
  • Both hits scale independently. First hit also has +4 stages of initial prorate.
  • Guard point active on frame 5 until the first hit comes out and absorbs all non-super Strike moves.
  • If triggered, becomes Counter Attack and continues to guard point Strikes and the first hit doesn't come out.
  • 2nd hit Smashes for a highly scaled ground bounce and does 1000 damage.
  • Gains 25% of a bar on guard point trigger.
Too Bad (Counter Attack) 1000 All - - - - - - - - Strike - - - -

Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Blazing Storm
850 All - 29 10 - +35 - - - Strike - +35 - -
Assist B 450, 420 All - 25 - - +29 Strike Guard Point - - - - +29 - -
Assist C 450*2, 350 All - 60 [20] - - +33 - 0 - - - 33 - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. 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. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Giant Storm
236LM or 236HS
2300 All - 10+5 5 - -21 9-20 - - Strike - - - -

805 minimum damage.

Break Cannon
214LM or 214HS
4278 All - 12 3 - -24 [+44] 1-15 - - Strike - - - -

4278 total damage. 570 + 72x14 (1578 total) minimum damage.

Sources

http://www.mediafire.com/file/bbwqdxqwmga2mns/Nappa%20Hitboxes.mkv (rec. April 24, 2018)

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Nappa/Data.