DBFZ/Android 16/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
No edit summary
Line 66: Line 66:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Dynamite Driver
! colspan=16 style="background: white;"|Dynamite Driver
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
Line 77: Line 77:
{{#lst:DBFZ/Android 16/Data|236H Full}}
{{#lst:DBFZ/Android 16/Data|236H Full}}
|-
|-
! colspan=17 style="background: white;"|Gliding Powerbomb
! colspan=16 style="background: white;"|Gliding Powerbomb
|-
|-
{{AttackVersion|name=j.236L}}
{{AttackVersion|name=j.236L}}
Line 88: Line 88:
{{#lst:DBFZ/Android 16/Data|j.236H Full}}
{{#lst:DBFZ/Android 16/Data|j.236H Full}}
|-
|-
! colspan=17 style="background: white;"|Flying Powerbomb
! colspan=16 style="background: white;"|Flying Powerbomb
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
Line 108: Line 108:
{{#lst:DBFZ/Android 16/Data|j.214H Full}}
{{#lst:DBFZ/Android 16/Data|j.214H Full}}
|-
|-
! colspan=17 style="background: white;"|Hell Heat
! colspan=16 style="background: white;"|Hell Heat
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
Line 138: Line 138:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Hell Flash
! colspan=16 style="background: white;"|Hell Flash
|-
|-
{{AttackVersion|name=236L+M|subtitle=or 236H+S}}
{{AttackVersion|name=236L+M|subtitle=or 236H+S}}
Line 146: Line 146:
{{#lst:DBFZ/Android 16/Data|j.236LM Full}}
{{#lst:DBFZ/Android 16/Data|j.236LM Full}}
|-
|-
! colspan=17 style="background: white;"|Hell Flash Maximum Output
! colspan=16 style="background: white;"|Hell Flash Maximum Output
|-
|-
{{AttackVersion|name=214L+M}}
{{AttackVersion|name=214L+M}}
{{#lst:DBFZ/Android 16/Data|214LM Full}}
{{#lst:DBFZ/Android 16/Data|214LM Full}}
|-
|-
! colspan=17 style="background: white;"|Last Resort
! colspan=16 style="background: white;"|Last Resort
|-
|-
{{AttackVersion|name=214H+S}}
{{AttackVersion|name=214H+S}}

Revision as of 14:26, 16 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
5LLLLLLL
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

Z Assists

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.
Assist A
Assist B
Assist C

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
236L+M
or 236H+S
j.236L+M
or j.236H+S
Hell Flash Maximum Output
214L+M
Last Resort
214H+S

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