DBFZ/Android 21/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5 - - B1 All - 6 3 - -3 - - - - -
5LL 700 7 - - B2 All - 9 4 - -4 - - - - -
5LLL 1000 12 - - B4 All U3+ 13 4 - -5 - - - - -
5M 700 7 - - B2 All - 10 4 - -6 - - - - -
5H 850 12 - - B4 All U1 15 4 - -8 - - - - -
5S 600 6 - - P1 All - 13 - - -4/-19(Reflect/SD) - - - - -
2L 400 5 - - F1 Low - 7 2 - -2 - - - - -
2M 700 7 - - F2 Low - 11 3 - -10 - - - - -
3M 700 7 - - F2 Low - 17 3 - -10 - - - - -
2H 850 12 - - B All U1+ 16 3 - -19 - - - - -
2S 450*3 6*3 - - P1 All - 23 - - 0/-15(Reflect/SD) - - - - -
6M 850 12 - - B3 High - 24 6 10 0 - - - - -
j.L 400 5 - - H1 High - 6 3 - - - - - - -
j.M 700 7 - - H2 High - 10 4 - - - - - - -
j.H 750 12 - - H3 High - 13 5 - - - - - - -
j.S 400*3 6*3 - - P1 All - 18 - - - - - - - -
j.2H 750 12 - - H3 All U1+ 13 4 - - - - - - -

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Total Detonation Ball
236L 900 - - - P2 All - 18 - - -10 - - - - -
236M 900 - - - P2 All - 18 - - -4 - - - - -
236H (Level 0) 900 -100 - - P2 All - 13 - - -2 - - - - -
236H (Level 1) 700*2 -100 - - P3 All - 13 - - 4 - - - - -
236H (Level 2) 700*3 -100 - - P3 All - 13 - - 9 - - - - -
236H (Level 3) 700*4 -100 - - P3 All - 13 - - 14 - - - - -
236H (Level 4) 700*5 -100 - - P3 All - 13 - - 19 - - - - -
Hors d'Oeuvre Stab
214L 200,800 / 200,300 / 0,1000 1,1 [6] / 1,6 - - H, P1 All U1+ 15 6 - -2 - - - - -
214M 200,800 / 200,300 / 0,1100 1,1 [6] / 1,6 - - H, P1 All U1+ 17 7 - -2 - - - - -
214H 600,1000 / 600,1000 / 0,1200 -100 - - H, P1 All U1+ 15 7 - -2 - - - - -
  • [] = ground splash only
j.214L 200,800 / 200,300 / 0,1000 1,1 [6] / 1,6 - - H, P1 All U1+ 15 5+ - -2 - - - - -

Additional active frames based on altitude

j.214M 200,800 / 200,300 / 0,1100 1,1 [6] / 1,6 - - H, P1 All U1+ 17 6+ - -2 - - - - -

Additional active frames based on altitude

j.214H 600,1000 / 600,1000 / 0,1200 -100 - - H, P1 All U1+ 15 7+ - -2 - - - - -

Additional active frames based on altitude

Connoisseur Cut
236S 900 15 - - T Throw D2 27 1 - - - - - - -
j.236S 900 15 - - T Throw D2 16 3 - - - - - - -
Aerial Connoisseur Cut
214S 900 15 - - T Throw D2 13 9 - - - - - - -
j.214S 900 15 - - T Throw D2 16 9 - - - - - - -

Absorbed Abilities[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Kamehameha
236S
Blue
262*5 12 - - P2 All - 18 25 - - - - - - -
j.236S
Blue
262*5 12 - - P2 All - 18 25 - - - - - - -
  • Cancelable into any absorbed 214S/j.214S starting on active frame 8
Solar Flare
214S
Blue
0 18 - - B All - 10 5 - - - - - - -
j.214S
Blue
0 18 - - B All - 9 5 - - - - - - -
  • Immediately cancelable into any absorbed 236S/j.236S
Consecutive Energy Blast
236S
Yellow
170*8 4*8 - - P1 All - 15 - - - - - - - -
j.236S
Yellow
170*8 4*8 - - P1 All - 15 - - - - - - - -
  • Cancelable into any absorbed j.214S starting on active frame 48
Sticky Energy Blast
214S
Yellow
1400 12 - - T Throw D2 16 5 - - - - - - -
j.214S
Yellow
1400 12 - - T Throw D2 16 5 - - - - - - -
Explosive Energy Blast
236S
Green
(400,800) *2 6*4 - - P1 All - 21 - - - - - - - -
j.236S
Green
(400,800) *2 6*4 - - P1 All - 15 - - - - - - - -
  • Cancelable into any absorbed j.214S starting on startup frame 10
Barrier
214S
Green
- 25*N - - - - - - - - - - - - - 5-41[54] Guard
j.214S
Green
- 25*N - - - - - - - - - - - - - 5-41[54] Guard
  • [] = when blocking attack
  • Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
Homing Energy Blast
236S
Purple
700 12 - - P1 All - 23 - - - - - - - -
j.236S
Purple
700 12 - - P1 All - 23 - - - - - - - -
  • Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
Sonic Warp
214S
Purple
- - - - - - - - - - - - - - - 8-12 All
j.214S
Purple
- - - - - - - - - - - - - - - 8-12 All
  • Cancelable into any absorbed j.236S starting on startup frame 6

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A
Total Detonation Ball
800 0 - - P2 All - 31 - - - - - - - -
Assist B - - - - - - - 25 - - 29 - 29 - - -
Assist C - - - - - - - 45 - - 50 - 50 - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Photon Wave
236L+M/236H+S 2200 -100 - - P3 All UDV 9+4 20 - - - - - - 9-18 All
j.236L+M/j.236H+S 2200 -100 - - P3 All UDV 9+4 20 - - - - - - 9-18 All
Sweet Tooth
214LM
or 214HS
3803 -300 - - P3 All UDV 11+3 - - - - - - - 1-21 All
Excellent Full Course
j.214LM
or j.214HS
4221 -300 - - B5 All UDV 11+3 12 - - - - - - 1-30 All

Sources[edit]

http://www.mediafire.com/file/82c6gjt8ujo336n/Android%2021%20Hitboxes.mkv (rec. April 28, 2018)

http://www.mediafire.com/file/7kd48gwa9djhinx/Android%2021%20Absorbed%20Ability%20Canceling.mkv (rec. May 2, 2018)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Android 21/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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System Explanations

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