GBVS/Narmaya/Frame Data

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Revision as of 01:17, 17 January 2022 by Shtkn (talk | contribs)

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name icon health prejump backdash Unique Movement Options
Narmaya
GBVS_Narmaya_Icon.png
10,000 4f 25f

Normal Moves

Genji/Dawnfly Stance

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
5L[g] 300 Mid 6 3 9 -1 +3 0
c.M[g] 650 Mid 6 3 14 -2 +2 2
c.H[g] 450, 350 Mid 8 2, 3 23 -7 -3 4
c.XX 350 Mid 9 3 15 -3 +1 2
c.XXX 350 Mid 12 3 18 -4 0 3
f.M[g] 600 Mid 9 4 17 -6 -2 2
f.H[g] 900 Mid 10 6 22 -11 -7 3
2L[g] 350 Low 6 3 6 +2 +6 0
2M[g] 600 Mid 8 4 14 -3 +1 2
2H[g] 900 Mid 11 5 23 -11 -7 3
2U[g] 700 Low 9 6 20 -11 HKD 2
j.L[g] 400 High/Air 5 Until L 0 1
j.M[g] 550 High/Air 6 6 Until L 1
j.H[g] 700 High/Air 9 6 Until L 2
j.U[g] 800 High/Air 10 6 Until L 2

Kagura/Freeflutter Stance

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
5L[k] 300 Mid 5 3 8 0 +4 0
c.M[k] 650 Mid 6 3 12 0 +4 2
c.H[k] 1100 Mid 9 6 15 -2 +2 4
f.M[k] 600 Mid 7 5 15 -5 -1 2
f.H[k] 1000 Mid 9 6 20 -9 -5 3
2L[k] 350 Low 6 3 6 +2 +6 0
2M[k] 600 Mid 7 3 11 +1 +5 2
2H[k] 900 Mid 10 8 22 -13 -9 3
2U[k] 700 Low 7 6 21 -12 HKD 2
j.L[k] 400 High/Air 5 Until L 0 1
j.M[k] 550 High/Air 7 8 Until L 1
j.H[k] 800 High/Air 12 9 Until L 2
j.U[k] 800 High/Air 9 6 Until L 2

Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Butterfly Effect Total 30

Special Moves

Genji/Dawnfly Stance

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L[g] L Setsuna 1000→700 Mid→All 14 7 35 -12 -4 (KD when close) 2
236M[g] M Setsuna 1000→700 Mid→All 32~70 7 21 +10 +14 2
236H[g] H Setsuna 1000→700 Mid→All 15 7 25 +2 HKD 2
623L[g] L Absolute Horizon 600, 400 Mid, All 9 2, 8 25+9 Landing -23 KD 3 1-12 All
623M[g] M Absolute Horizon 800, 500 Mid, All 9 2, 8 31+9 Landing -27 KD 4 1-15 All
623H[g] H Absolute Horizon 650, 250×3 Mid 9 2, 4, 2, 2 35+9 Landing -31 HKD 4 1-18 All
214L[g] L Transient Total 39
214M[g] M Transient Total 45
214H[g] H Transient Total 36

Kagura/Freeflutter Stance

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L[k] L Kyokasuigetsu 900 Mid 13 [6] 2 19 -5 KD 2
236M[k] M Kyokasuigetsu 600×2 Mid 16 [8] 2, 2 21 -8 KD 2
236H[k] H Kyokasuigetsu 400×3 Mid 15 [7] 2, 2, 6 20 -7 HKD 4
623L[k] L Mugenkagura 700, 400 Mid, All 20 4, 6 22+9 Landing -18 KD 4 1~14 Catch High
623M[k] M Mugenkagura 750, 600 Mid, All 42 4, 6 26+9 Landing -22 KD 4 1~36 Catch High
623H[k] H Mugenkagura 700, 250×3 Mid 20 4, 3, 2, 1 31+9 Landing -22 HKD 4 1~14 Catch High
214L[k] L Crescent Moon 1100 All 32 8 1+8 Landing -2 KD 2 9-41 Low Invul
214M[k] M Crescent Moon 1200 All 38 7 2+8 Landing -2 KD 2 9-47 Low Invul
214H[k] H Crescent Moon 1200 All 32 8 2+6 Landing +1 HKD 3 9-41 Low Invul
j.214L[k] L Crescent Moon (Midair) 1000 All 5 7 Until L+7 +6~[-4] KD 3
j.214M[k] M Crescent Moon (Midair) 1000 All 5 7 Until L+7 KD 3
j.214H[k] H Crescent Moon (Midair) 1100 All 5 3 Until L+7 +9~[+2] HKD 4

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H One Hundred Cloudscapes 1000,2500→1000,2000 Mid 7+4 [4+4] 6 56 -43 HKD 4 1-9 All
236236U Butterfly Effect: Ame-no-Uzume 4500→3500 Mid×1, All 7+7 3×15 48 -32 HKD 4 1-21 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 3 31 HKD HKD 0, 4
Air Throw 1500 Airthrow 5 5 Until L+6 HKD HKD 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4

Navigation

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