DBFZ/Android 16/Frame Data: Difference between revisions

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==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#lsth:DBFZ/Android 16/Data|SystemData}}
{{#lsth:DBFZ/Android 16/Data|SystemData}}
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
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{{AttackVersion|name=5LLL|subtitle=}}
{{AttackVersion|name=5LLL|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5LLL Full}}
{{#lsth:DBFZ/Android 16/Data|5LLL Full}}
|-
{{AttackVersion|name=5M|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5M Full}}
|-
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5H Full}}
|-
{{AttackVersion|name=5S|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5S Full}}
|-
|-
{{AttackVersion|name=2L|subtitle=}}
{{AttackVersion|name=2L|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|2L Full}}
{{#lsth:DBFZ/Android 16/Data|2L Full}}
|-
{{AttackVersion|name=5M|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5M Full}}
|-
|-
{{AttackVersion|name= 2M|subtitle=}}
{{AttackVersion|name= 2M|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|2M Full}}
{{#lsth:DBFZ/Android 16/Data|2M Full}}
|-
{{AttackVersion|name=6M|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|6M Full}}
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5H Full}}
|-
|-
{{AttackVersion|name=2H|subtitle=}}
{{AttackVersion|name=2H|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|2H Full}}
{{#lsth:DBFZ/Android 16/Data|2H Full}}
|-
|-
{{AttackVersion|name=5S|subtitle=}}
{{AttackVersion|name=6M|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|5S Full}}
{{#lsth:DBFZ/Android 16/Data|6M Full}}
|-
|-
{{AttackVersion|name=j.L|subtitle=}}
{{AttackVersion|name=j.L|subtitle=}}
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{{AttackVersion|name=j.H|subtitle=}}
{{AttackVersion|name=j.H|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|j.H Full}}
{{#lsth:DBFZ/Android 16/Data|j.H Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|j.S Full}}
|-
|-
{{AttackVersion|name=j.2H|subtitle=}}
{{AttackVersion|name=j.2H|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|j.2H Full}}
{{#lsth:DBFZ/Android 16/Data|j.2H Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|j.S Full}}
|}
|}


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|-
|-
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
! colspan=16 style="background: white;"|Hell Heat
|-
|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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|-
|-
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
! colspan=16 style="background: white;"|Hell Flash
|-
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lsth:DBFZ/Android 16/Data|236HS Full}}
{{#lsth:DBFZ/Android 16/Data|236LM Full}}
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{#lsth:DBFZ/Android 16/Data|j.236LM Full}}
|-
! colspan=16 style="background: white;"|Hell Flash Maximum Output
|-
|-
{{AttackVersion|name=214LM|subtitle=}}
{{AttackVersion|name=214LM|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|214LM Full}}
{{#lsth:DBFZ/Android 16/Data|214LM Full}}
|-
! colspan=16 style="background: white;"|Last Resort
|-
|-
{{AttackVersion|name=214HS|subtitle=}}
{{AttackVersion|name=214HS|subtitle=}}
{{#lsth:DBFZ/Android 16/Data|214HS Full}}
{{#lsth:DBFZ/Android 16/Data|214HS Full}}
|-
|}
|}


==Sources==
==Sources==


==Navigation==
==Navigation==
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{{notice|To edit frame data, edit values in [[DBFZ/Android 16/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[DBFZ/Android 16/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Android 16]]
[[Category:Android 16]]
[[Category:Dragon Ball FighterZ]]

Revision as of 01:26, 29 May 2019

System Data


Normal 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.
5L
5LL
5LLL
5M
5H
5S
2L
2M
2H
6M
j.L
j.M
j.H
j.S
j.2H

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.
Dynamite Driver
236L
236M
236H
Gliding Powerbomb
j.236L
j.236M
j.236H
Flying Powerbomb
214L
214M
214H
j.214L
j.214M
j.214H
Hell Heat
236S
214S

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.
Hell Heat
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.
Hell Flash
236LM
or 236HS
j.236LM
or j.236HS
Hell Flash Maximum Output
214LM
Last Resort
214HS

Sources

Navigation

To edit frame data, edit values in DBFZ/Android 16/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.

Template:Navbar-DBFZ