Difference between revisions of "DBFZ/Adult Gohan/Frame Data"

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(Z Combo Table)
(Z Combo Table)
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|-
 
|-
 
! 5L
 
! 5L
| <span style="color:green">5LL<sup>[+]</sup></span>, 2L || 5M, 2M, 6M || 5H, 2H, 3H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
+
| <span style="color:green">5LL<sup>[+]</sup>,</span> 2L || 5M, 2M, 6M || 5H, 2H, 3H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
 
|-
 
|-
 
! 5LL
 
! 5LL
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|-
 
|-
 
! 5L
 
! 5L
| <span style="color:green">5LL<sup>[+]</sup></span>, 2L, 3L || 5M, 2M, 6M || 5H, 2H, 3H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
+
| <span style="color:green">5LL<sup>[+]</sup>,</span> 2L, 3L || 5M, 2M, 6M || 5H, 2H, 3H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
 
|-
 
|-
 
! <span style="color:blue">5LL<sup>[5M]</sup>
 
! <span style="color:blue">5LL<sup>[5M]</sup>

Revision as of 20:25, 12 December 2018

Template:CharNav-DBFZ

System Data

Health:

Prejump:

Assist Cooldown:


Normal Attacks

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 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. 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400x2 - - - Strike Low, All - 6, 6 3, 3 11 -2 - - - - -
100x4 - - - Strike All - 9, 3x3 1x4 17 -2 - - - - -
1000 - - - Strike All - 11 2 19 -5 - - - - -
400x2 - - - Strike Low, All - 6, 6 3, 3 11 -2 - - - - -
450 - - - Strike All - 7 6 20 -10 - - - - -
450 - - - Strike All - 6 2 20 -6 - - - - -
450 - - - Strike All - 7 3 13 0 - - - - -
1000 - - - Strike All - 11 2 19 -5 - - - - -
500 - - - Strike All - 8 3 13 0 - - - - -
80x4 - - - Strike All - 9, 3x3 1x4 17 -2 - - - - -
80x9 - - - Strike All - 9, 3x8 1x9 17 -2 - - - - -
700 - - - Strike All - 9 4 20 -8 - - - - -
700 - - - Strike Low - 12 6 17 -7 - - - - -
850 - - - Strike High - 24 6 10 0 - - - - -
850 - - - Strike All - 11 6 18 -8 - - - - -
850 - - - Strike All - 14 3 29 -16 - - - - -
700 - - - Strike All - 8 4 18 -6 - - - - -
800 - - - Strike All - 17 3 26 +3 - - - - -
600 - - - Projectile Lvl 1 All - 14 1 24 +2 - - - - -
400 - - - Strike High - 6 3 12 -3 - - - - -
700 - - - Strike High - 9 4 16 -4 - - - - -
850 - - - Strike High - 11 3 21 -8 - - - - -
850 - - - Strike All - 9 3 19 -6 - - - - -
600 - - - Projectile Lvl 1 All - 12 1 28 -8 - - - - -
0 - - - N/A N/A - 9 0 variable+8 - - - - - -

Special Moves

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 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. 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Jet Uppercut
900 - - - Strike All - 9 8 33 -29 - - - - -
600, 800 - - - Strike All - 16, 8 4, 9 34 -29 - - - - -
600, 1000 - - - Strike All - 9, 8 4, 10 36 -33 - - - - -
Ultimate Back Attack
900 - - - Strike High - 24 8 11 -3 - - - - -
1000 - - - Strike High - 28 8 11 -3 - - - - -
1100 - - - Strike High - 26 8 11 -3 - - - - -
900 - - - Strike High - 24 8 13 -5 - - - - -
1000 - - - Strike High - 28 8 13 -5 - - - - -
1100 - - - Strike High - 26 8 13 -5 - - - - -
Machinegun Kick
350x3 - - - Strike All - 7, 4x2 2x3 12 -1 - - - - -
350x3 - - - Strike All - 13, 4x2 2x3 12 -2 - - - - -
1176 (11 hits) - - - Strike All - 11, 3x8 2x9 11 +13 - 24 - - -
350x(3+) - - - Strike All - 7, 4x(2+) 2x(3+) 9-12 variable disadv. - - - - -
350x(3+) - - - Strike All - 13, 4x(2+) 2x(3+) 10-13 variable disadv. - - - - -
Masenko
1098 (5 hits) - - - Projectile Lvl 2 All - 18 25 21 -16 - - - - -

Assist

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 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. 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Jet Uppercut
800 - - - Strike All - 22 8 64 - - - - - -

Super Moves

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 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. 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Potential Unleashed
1600 - - - Strike All - 9+3 10 44 -29 - - - - -
Ultimate Kamehameha
4123 (48 hits) - - - Projectile Lvl 3 All - 9+3 101 50 -34 - - - - -

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
5M - 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Jump, Sp
j.S - - - - Sp
"Potential Unleashed" Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL - - - - Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L - 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - - Sp
  • 5L, 5LL(Lv.0) and 3L are all jump and Sp cancellable on each hit.
  • If 5LL(Lv.1+) can't come out, will perform 5LL(Lv.0) and then 5LLL(Lv.0).
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
  • At Level 7, all ground and air normals gain Reverse Beat, on hit or block can cancel into any other normal that has not been used in the current string.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources

Placeholder


Template:CharLinks-DBFZ

Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc