DBFZ/Android 16/Frame Data: Difference between revisions

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Line 25: Line 25:
  |damage= 400 |level= |attribute= |guard= All
  |damage= 400 |level= |attribute= |guard= All
  |startup= 7 |active= |recovery= |frameAdv= -4
  |startup= 7 |active= |recovery= |frameAdv= -4
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage= 700 |level= |attribute= |guard= All
  |damage= 700 |level= |attribute= |guard= All
  |startup= 10 |active= |recovery= |frameAdv=
  |startup= 10 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage= 1000 |level= |attribute= |guard= Throw
  |damage= 1000 |level= |attribute= |guard= Throw
  |startup= 19 |active= |recovery= |frameAdv=
  |startup= 19 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 45: Line 48:
  |damage= 400 |level= |attribute= |guard= Low
  |damage= 400 |level= |attribute= |guard= Low
  |startup= 8 |active= |recovery= |frameAdv=
  |startup= 8 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 700 |level= |attribute= |guard= All
  |damage= 700 |level= |attribute= |guard= All
  |startup= 11 |active= |recovery= |frameAdv=
  |startup= 11 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 700 |level= |attribute= |guard= Low
  |damage= 700 |level= |attribute= |guard= Low
  |startup= 13 |active= |recovery= |frameAdv=
  |startup= 13 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 65: Line 71:
  |damage= 850 |level= |attribute= |guard= High
  |damage= 850 |level= |attribute= |guard= High
  |startup= 24 |active= |recovery= |frameAdv=
  |startup= 24 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 73: Line 80:
  |damage= 850 |level= |attribute= |guard= All
  |damage= 850 |level= |attribute= |guard= All
  |startup= 15 |active= |recovery= |frameAdv=
  |startup= 15 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 80: Line 88:
  |damage= 850 |level= |attribute= |guard= All
  |damage= 850 |level= |attribute= |guard= All
  |startup= 15 |active= |recovery= |frameAdv=
  |startup= 15 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 600 |level= |attribute= |guard= All
  |damage= 600 |level= |attribute= |guard= All
  |startup= 55|active= |recovery= |frameAdv=
  |startup= 55|active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 94: Line 104:
  |damage= 600 |level= |attribute= |guard= All
  |damage= 600 |level= |attribute= |guard= All
  |startup= 68 |active= |recovery= |frameAdv=
  |startup= 68 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 400 |level= |attribute= |guard= High
  |damage= 400 |level= |attribute= |guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 800 |level= |attribute= |guard= High
  |damage= 800 |level= |attribute= |guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 850 |level= |attribute= |guard= All
  |damage= 850 |level= |attribute= |guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 850 |level= |attribute= |guard= All
  |damage= 850 |level= |attribute= |guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 600 |level= |attribute= |guard= All
  |damage= 600 |level= |attribute= |guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 136: Line 152:
  |damage= 600 |level= |attribute= |guard= All
  |damage= 600 |level= |attribute= |guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1200 |level= |attribute= |guard=
  |damage= 1200 |level= |attribute= |guard=
  |startup= 18 |active= |recovery= |frameAdv=  
  |startup= 18 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1200 |level= |attribute= |guard=
  |damage= 1200 |level= |attribute= |guard=
  |startup= 28 |active= |recovery= |frameAdv=  
  |startup= 28 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1500 |level= |attribute= |guard=
  |damage= 1500 |level= |attribute= |guard=
  |startup= 26 |active= |recovery= |frameAdv=  
  |startup= 26 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1300 |level= |attribute= |guard=
  |damage= 1300 |level= |attribute= |guard=
  |startup= 11 |active= |recovery= |frameAdv=  
  |startup= 11 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1300 |level= |attribute= |guard=
  |damage= 1300 |level= |attribute= |guard=
  |startup= 19 |active= |recovery= |frameAdv=  
  |startup= 19 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 300, 1600 |level= |attribute= |guard=
  |damage= 300, 1600 |level= |attribute= |guard=
  |startup= 6, 16 |active= |recovery= |frameAdv=  
  |startup= 6, 16 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1400 |level= |attribute= |guard=
  |damage= 1400 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 204: Line 228:
  |damage= 1400 |level= |attribute= |guard= -
  |damage= 1400 |level= |attribute= |guard= -
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1700 |level= |attribute= |guard=
  |damage= 1700 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1300 |level= |attribute= |guard=
  |damage= 1300 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1300 |level= |attribute= |guard=
  |damage= 1300 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1600 |level= |attribute= |guard=
  |damage= 1600 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 243: Line 272:
  |damage= 1100 |level= |attribute= |guard= All
  |damage= 1100 |level= |attribute= |guard= All
  |startup= 20 |active= |recovery= |frameAdv=
  |startup= 20 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 1200 |level= |attribute= |guard= All
  |damage= 1200 |level= |attribute= |guard= All
  |startup= 24 |active= |recovery= |frameAdv=
  |startup= 24 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=850 |level= |attribute= |guard=All
  |damage=850 |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 283: Line 315:
  |damage= 2121 |level= |attribute= |guard= All
  |damage= 2121 |level= |attribute= |guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 292: Line 325:
  |damage= 4816 |level= |attribute= |guard=Throw
  |damage= 4816 |level= |attribute= |guard=Throw
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= 50000 |level= |attribute= |guard=Throw
  |damage= 50000 |level= |attribute= |guard=Throw
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=

Revision as of 23:04, 13 February 2018

System Data

Health: 10,000

Prejump:

Assist Cooldown:


Normal 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.
400 All - 7 - - -4 - 700 All - 10 - - - - 1000 Throw - 19 - - - - 400 Low - 8 - - - - 700 All - 11 - - - - 700 Low - 13 - - - - 850 High - 24 - - - - 850 All - 15 - - - - 850 All - 15 - - - - 600 All - 55 - - - - 600 All - 68 - - - - 400 High - - - - - - 800 High - - - - - - 850 All - - - - - - 850 All - - - - - - 600 All - - - - - - 600 All - - - - - -

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.
Dynamite Driver
1200 - - 18 - - - - 1200 - - 28 - - - - 1500 - - 26 - - - - Flying Powerbomb
1300 - - 11 - - - - 1300 - - 19 - - - - 300, 1600 - - 6, 16 - - - - 1400 - - - - - - - 1400 - - - - - - - 1700 - - - - - - - Gliding Powerbomb
1300 - - - - - - - 1300 - - - - - - - 1600 - - - - - - - Hell Heat
1100 All - 20 - - - - 1200 All - 24 - - - -

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.
Hell Heat
850 All - - - - - -

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.
Hell Flash
2121 All - - - - - - Hell Flash : Full Power
4816 Throw - - - - - - The Final Power that Shouldn't be Used
50000 Throw - - - - - -

Sources


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