DBFZ/Adult Gohan/Frame Data: Difference between revisions

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Revision as of 08:36, 13 December 2018

Template:CharNav-DBFZ

System Data

Health:

Prejump:

Assist Cooldown:


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400x2 Low, All - 6, 6 3, 3 11 -2 - 100x4 All - 9, 3x3 1x4 17 -2 - 1000 All - 11 2 19 -5 - 400x2 Low, All - 6, 6 3, 3 11 -2 - 450 All - 7 6 20 -10 - 450 All - 6 2 20 -6 - 450 All - 7 3 13 0 - 1000 All - 11 2 19 -5 - 500 All - 8 3 13 0 - 80x4 All - 9, 3x3 1x4 17 -2 - 80x9 All - 9, 3x8 1x9 17 -2 - 700 All - 9 4 20 -8 - 700 Low - 12 6 17 -7 - 850 High - 24 6 10 0 - 850 All - 11 6 18 -8 - 850 All - 14 3 29 -16 - 700 All - 8 4 18 -6 - 800 All - 17 3 26 +3 - 600 All - 14 1 24 +2 - 400 High - 6 3 12 -3 - 700 High - 9 4 16 -4 - 850 High - 11 3 21 -8 - 850 All - 9 3 19 -6 - 600 All - 12 1 28 -8 - 0 N/A - 9 0 variable+8 - -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Jet Uppercut
900 All - 9 8 33 -29 - 600, 800 All - 16, 8 4, 9 34 -29 1-19 All 600, 1000 All - 9, 8 4, 10 36 -33 1-12 All Ultimate Back Attack
900 High - 24 8 11 -3 - 1000 High - 28 8 11 -3 - 1100 High - 26 8 11 -3 - 900 High - 24 8 13 -5 - 1000 High - 28 8 13 -5 - 1100 High - 26 8 13 -5 - Machinegun Kick
350x3 All - 7, 4x2 2x3 12 -1 - 350x3 All - 13, 4x2 2x3 12 -2 - 1176 (11 hits) All - 11, 3x8 2x9 11 +13 - 350x(3+) All - 7, 4x(2+) 2x(3+) 9-12 variable disadv. - 350x(3+) All - 13, 4x(2+) 2x(3+) 10-13 variable disadv. - Masenko
1098 (5 hits) All - 18 25 21 -16 -

Assist

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Jet Uppercut
800 All - 22 8 64 - 9-22

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Potential Unleashed
1600 All - 9+3 10 44 -29 9-16 Ultimate Kamehameha
4123 (48 hits) All - 9+3 101 50 -34 1-19

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 - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - - -
"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 - - - j.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

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