GBVS/Narmaya/Frame Data

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System Data[edit]

Health[edit]

10000

Prejump[edit]

4f

Backdash[edit]

25f

Movement[edit]

Jump, Dash Type: Run



Normal Moves[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Genji/Dawnfly Stance
5L 300 Mid 6 3 9 -1 +3 - 0 - - - - -
c.M 650 Mid 7 3 14 -2 +2 - 2 - - - - -
c.H 450, 350 Mid 8 2, 3 23 -7 -3 - 4 - - - - -
Auto Combo 1
c.XX
350 Mid 9 - - -3 - - 2 - - - - -
Auto Combo 2
c.XXX
350 Mid 12 - - -4 0 - 3 - - - - -
f.M 600 Mid 9 4 17 -6 -2 - 2 - - - - -
f.H 900 Mid 10 6 20 -9 -5 - 3 - - - - -
2L 350 Low 6 3 6 +2 +6 - 0 - - - - -
2M 600 Mid 8 4 14 -3 +1 - 2 - - - - -
2H 900 Mid 11 3 25 -11 -7 - 3 - - - - -
2U 700 Low 8 6 20 -11 HKD - 2 - - - - -
j.L 400 High/Air 5 Until Landing Until Landing - - - 1 - - - - -
j.M 550 High/Air 6 6 Until Landing - - - 1 - - - - -
j.H 700 High/Air 9 6 Until Landing - - - 2 - - - - -
j.U 800 High/Air 10 6 Until Landing - - - 2 - - - - -
Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Kagura/Freeflutter Stance
5L 300 Mid 5 - 8 0 +4 - 0 - - - - -
c.M 650 Mid 6 3 12 0 +4 - 2 - - - - -
c.H 1100 Mid 10 6 15 -2 +2 - 4 - - - - -
f.M 600 Mid 7 5 18 -5 -1 - 2 - - - - -
f.H 1000 Mid 9 6 20 -9 -5 - 3 - - - - -
2L 350 Low 6 3 6 +2 +6 - 0 - - - - -
2M 600 Mid 7 3 11 +1 +5 - 2 - - - - -
2H 900 Mid 10 8 22 -13 -9 - 3 - - - - -
2U 700 Low 7 6 21 -12 HKD - 2 - - - - -
j.L 400 High/Air 5 Until Landing Until Landing - - - 1 - - - - -
j.M 550 High/Air 7 8 Until Landing - - - 1 - - - - -
j.H 800 High/Air 12 9 Until Landing - - - 2 - - - - -
j.U 800 High/Air 9 6 Until Landing - - - 2 - - - - -

Unique Action[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Butterfly Effect
5U - - - - - - - - - - - - - -

Universal Mechanics[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw 1500 Throw 7 3 31 HKD HKD - 0, 4 - - - - -
Air Throw 1500 Airthrow 5 5 Until Landing+5 HKD HKD - 0, 4 - - - - -
Overhead Attack 1000 High - - - - - - 4 - - - - -


Skills[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Genji/Dawnfly Stance
Setsuna
236L[g] 1000→700 Mid→All 14 7 39 -12 -4 (KD when close) - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 0
  • Damage (Easy): 900→600
236M[g] 1000→700 Mid→All 32~70 7 21 +10 +14 - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 0
  • Damage (Easy): 900→600
236H[g] 1000→700 Mid→All 15 7 25 +6 HKD - 2 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 0
  • Damage (Easy): 900→600
Absolute Horizon
623L[g] 600, 400 Mid, All 7 2, 6 25+9 Landing -23 KD - 3 - - - - 1-10
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M[g] 800, 500 Mid, All 7 2, 6 31+9 Landing -27 KD - 4 - - - - 1-13
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H[g] 650, 250*3 Mid 7 2, 2, 2, 2 51+9 Landing -27 HKD - 4 - - - - 1-16
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Transient
214L[g] - - - - - - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214M[g] - - - - - - - - - - - - - -
  • Cooldown 20F. Easy input cooldown 200F
214H[g] - - - - - - - - - - - - - -
  • Cooldown 480F. Easy input cooldown 600F
Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Kagura/Freeflutter Stance
Kyokasuigetsu
236L[k] 900 Mid 13 2 19 -6 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
236M[k] 600*2 Mid 16 2, 2 21 -8 KD - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
236H[k] 400*3 Mid 15 2, 2, 6 19 -6 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 3
Mugenkagura
623L[k] 700, 400 Mid, All 20 2, 6 22+9 Landing -18 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 14 (Technical)
623M[k] 750, 600 Mid, All 42 2, 6 26+9 Landing -22 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 10 (Easy), 16 (Technical)
623H[k] 700, 250*3 Mid 42 2, 3, 2, 1 31+9 Landing -22 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Crescent Moon
214L 1100 All 32 8 2+8 Landing -3 KD - 2 - - - - 9-41 Low Invul
  • Cooldown 20F. Easy input cooldown 200F
214M[k] 1200 All 38 7 3+8 Landing -2 KD - 2 - - - - 9-47 Low Invul
  • Cooldown 20F. Easy input cooldown 200F
214H[k] 1200 All 30 10 2+6 Landing +1 HKD - 3 - - - - 9-41 Low Invul
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2
Crescent Moon (Midair)
j.214L[k] 1000 All 5 7 - +6~[-4] KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
j.214M[k] 1000 All - - - - KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Clash level: 1
j.214H[k] 1100 All 5 - - +9~[+1] HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 2

Skybound Art[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. 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
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
One Hundred Cloudscapes
236236H 3500→1000 Mid 7+4 6 56 -43 HKD - 4 - - - - 1-9
  • Clash level: 20 (Easy), 25 (Technical)
Butterfly Effect: Ame-no-Uzume
236236U 4500→3500 Mid*1, All 7+7 3*15 48 -32 HKD - 4 - - - - 1-21
  • Clash level: 30 (Easy), 35 (Technical)

Sources[edit]

Navigation[edit]


Ambox notice.png 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.
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