GBVS/Narmaya/Frame Data

From Dustloop Wiki
< GBVS‎ | Narmaya
Jump to navigation Jump to search

System Data


Health:10,000
Prejump:4F
Backdash:25F
Unique Movements:


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 300 Mid 6 3 9 -1 +3 - - 0 - - - -
c.MGBVS Narmaya cM.png 650 Mid 7 3 14 -2 +2 - - 2 - - - -
c.HGBVS Narmaya cH.png 450, 350 Mid 8 2, 3 23 -7 -3 - - 4 - - - -
Auto Combo 1GBVS Narmaya cXX.png
c.XX
350 Mid 9 - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Narmaya cXXX.png
c.XXX
350 Mid 12 - - -4 0 - - 3 - - - -
f.MGBVS Narmaya fM.png 600 Mid 9 4 17 -6 -2 - - 2 - - - -
f.HGBVS Narmaya fH.png 900 Mid 10 6 20 -9 -5 - - 3 - - - -
2LGBVS Narmaya 2L.png 350 Low 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Narmaya 2M.png 600 Mid 8 4 14 -3 +1 - - 2 - - - -
2HGBVS Narmaya 2H.png 900 Mid 11 3 25 -11 -7 - - 3 - - - -
2UGBVS Narmaya 2U.png 700 Low 9 6 20 -11 HKD - - 2 - - - -
j.LGBVS Narmaya jL.png 400 High/Air 5 Until Landing Until Landing - - - - 1 - - - -
j.MGBVS Narmaya jM.png 550 High/Air 6 6 Until Landing - - - - 1 - - - -
j.HGBVS Narmaya jH.png 700 High/Air 9 6 Until Landing - - - - 2 - - - -
j.UGBVS Narmaya jU.png 800 High/Air 10 6 Until Landing - - - - 2 - - - -
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 300 Mid 5 3 8 0 +4 - - 0 - - - -
c.MGBVS Narmaya cM Kagura.png 650 Mid 6 3 12 0 +4 - - 2 - - - -
c.HGBVS Narmaya cH Kagura.png 1100 Mid 9 6 15 -2 +2 - - 4 - - - -
f.MGBVS Narmaya fM Kagura.png 600 Mid 7 5 18 -3 +1 - - 2 - - - -
f.HGBVS Narmaya fH Kagura.png 1000 Mid 9 6 20 -9 -5 - - 3 - - - -
2LGBVS Narmaya 2L Kagura.png 350 Low 6 3 6 +2 +6 - - 0 - - - -
2MGBVS Narmaya 2M Kagura.png 600 Mid 7 3 11 +1 +5 - - 2 - - - -
2HGBVS Narmaya 2H Kagura.png 900 Mid 10 8 22 -13 -9 - - 3 - - - -
2UGBVS Narmaya 2U Kagura.png 700 Low 7 6 21 -12 HKD - - 2 - - - -
j.LGBVS Narmaya jL Kagura.png 400 High/Air 5 Until Landing Until Landing - - - - 1 - - - -
j.MGBVS Narmaya jM Kagura.png 550 High/Air 7 8 Until Landing - - - - 1 - - - -
j.HGBVS Narmaya jH Kagura.png 800 High/Air 12 9 Until Landing - - - - 2 - - - -
j.UGBVS Narmaya jU Kagura.png 800 High/Air 9 6 Until Landing - - - - 2 - - - -

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 1500 Throw 7 3 31 HKD HKD - - 0, 4 - - - -
Air ThrowGBVS Narmaya AirThrow.png 1500 Airthrow 5 - Until Landing+5 HKD HKD - - 0, 4 - - - -
Overhead Attack GBVS Narmaya OverheadAttack.png 1000 High 26 - - -4 +1 - - 4 - - - -


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
SetsunaGBVS Narmaya Setsuna.png
236L/M/H[g]
1000→700 Mid→All 14 7 39 -12 -4 (KD when close) - - 2 - - - -
1000→700 Mid→All 32~70 7 21 +10 +14 - - 2 - - - -
1000→700 Mid→All 15 7 25 +2 HKD - - 2 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 0
  • Easy input damage: 900→600
Absolute HorizonGBVS Narmaya Banri.png
623L/M/H[g]
600, 400 Mid, All 9 2, 6 25+9 Landing -23 KD 1-10 - 3 - - - -
800, 500 Mid, All 9 2, 6 31+9 Landing -27 KD 1-13 - 4 - - - -
650, 250*3 Mid 9 2, 2, 2, 2 51+9 Landing -27 HKD 1-16 - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
TransientGBVS Narmaya Utakata.png
214L/M/H[g]
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)


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
KyokasuigetsuGBVS Narmaya Kyouka.png 900 Mid 13 2 19 -6 KD - - 2 - - - -
600*2 Mid 16 2, 2 21 -8 KD - - 2 - - - -
400*3 Mid 15 2, 2, 6 19 -7 HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 2 (L/M) 3 (H)
MugenkaguraGBVS Narmaya Mugen.png
623L/M/H[k]
700, 400 Mid, All 20 2, 6 22+9 Landing -18 KD - - 4 - - - -
750, 600 Mid, All 42 2, 6 26+9 Landing -22 KD - - 4 - - - -
700, 250*3 Mid 20 2, 3, 2, 1 31+9 Landing -22 HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
Crescent MoonGBVS Narmaya Sengetsu.png
214L/M/H[k]
1100 All 32 8 2+8 Landing -3 KD 9-41 Low Invul - 2 - - - -
1200 All 38 7 3+8 Landing -2 KD 9-47 Low Invul - 2 - - - -
1200 All 30 10 2+6 Landing +1 HKD 9-41 Low Invul - 3 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 2
Crescent Moon (Midair)GBVS Narmaya Sengetsu.png
j.214L/M/H[k]
1000 All 5 7 - +6~[-4] KD - - 3 - - - -
1000 All - - - - KD - - 3 - - - -
1100 All 5 - - +9~[+1] HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Clash level: 1 (L/M) 2 (H)

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 CloudscapesGBVS Narmaya SBA.png
236236H
3500→1000 Mid 7+4 6 56 -43 HKD 1-9 - 4 - - - -
  • Clash level: 20 (Easy), 25 (Technical)
Butterfly Effect: Ame-no-UzumeGBVS Narmaya SSBA2.png
236236U
4500→3500 Mid*1, All 7+7 3*15 48 -32 HKD 1-21 - 4 - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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