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DBFZ/Android 16/Frame Data
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DBFZ
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Android 16
Revision as of 06:13, 11 March 2018 by
73.231.90.236
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(
→Normal Moves
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added frame data (obtained by using hitbox viewer and examining 60fps footage)
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
3
15
-4
-
700
All
-
10
4
22
-10
-
1000
Throw
-
18
1
19
-22
-
400
Low
-
8
3
13
-4
-
700
All
-
11
3
19
-6
-
700
Low
-
13
4
24
-12
-
850
High
-
24
6
10
0
-
850
All
-
15
11
21
-8
13
850
All
-
15
9
23
-16
9
600
All
-
15
1
40
-10
-
600, 600
All
-
15,15
1,1
40
-10
-
400
High
-
8
10
11
-3
-
800
High
-
11
6
12
-2
-
850
All
-
17
8
21
-13
-
850
All
-
15
5+
18
-10
-
600
All
-
18
1
29
-1
-
600,600
All
-
18,16
1,1
29
-1
-
Special Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Moves
3
Special Moves
4
Assist
5
Super Moves
6
Sources