DBFZ/Adult Gohan/Frame Data

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System Data


Normal Attacks

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.
5L
5LL
5LLL
5L
Potential Unleashed
5LL
Potential Unleashed
5LLL
Potential Unleashed
5LLLL
Potential Unleashed
5LLLLL
Potential Unleashed
2L
3L

Only available with Potential Unleashed Lvl 1 or greater

3[L]

Only available with Potential Unleashed Lvl 1 or greater

5M
2M
6M
5H
2H
3H
5S
2S
  • Projectile stays active until collision with opponent or ground.
j.L
j.M
j.H
j.2H
j.S
j.2S

variable frames (the ones using speed lines) depend on height above ground

Special Moves

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
236L
236M
236H
Ultimate Back Attack
214L
214M
214H
j.214L
j.214M
j.214H
Machinegun Kick
j.236L

Number of attacks and recovery depend on when Gohan lands

j.236M

Number of attacks and recovery depend on when Gohan lands

j.236H Masenko
236S
  • Values in [] when Potential Unleashed is over Level 1

Assist

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
A1/A2

Super Moves

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
236LM
236HS
Ultimate Kamehameha
214LM
or 214HS

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 - - - - -
Level 1~6
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
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 - - - - -
Level 7
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[+], 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL 2L, 3L 2M, 6M 2H, 3H 5S, 2S Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L 5L, 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 5L, 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M 5L, 2L, 3L 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H 5L, 2L, 3L 5M, 2M, 6M 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] 5L, 2L, 3L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 2S Sp
2S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 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.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] j.4LL - 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.L, j.4LL j.M j.2H j.S, j.2S Sp
j.2H j.L, j.4LL j.M j.H j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - - -
  • 5L and 5LL(Lv.0) are both jump and Sp cancellable on each hit.
  • 3L is cancellable on each hit.
  • If 5LL(Lv.1+) can't come out, will perform 5LL(Lv.0) and then 5LLL(Lv.0).
  • j.LL acts like j.M with better reach, only comes out on air-to-air hit on the point character, and won't come out directly after j.L > j.4LL.
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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Navigation

To edit frame data, edit values in DBFZ/Adult Gohan/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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