DBFZ/Android 21/Frame Data

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< DBFZ‎ | Android 21
Revision as of 19:03, 20 April 2019 by Kaiokek (talk | contribs)

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
3M
2H
2S
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.
Total Detonation Ball
236L
236M
236H (Level 0)
236H (Level 1)
236H (Level 2)
236H (Level 3)
236H (Level 4)
Hors d'Oeuvre Stab
214L
214M
214H
  • [] = ground splash only
j.214L

Additional active frames based on altitude

j.214M

Additional active frames based on altitude

j.214H

Additional active frames based on altitude

Connoisseur Cut
236S
j.236S Aerial Connoisseur Cut
214S
j.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.
Total Detonation Ball
A1/A2

Absorbed Abilities

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.
Kamehameha
236S
Blue
j.236S
Blue

Cancelable into any absorbed 214S/j.214S starting on active frame 8

Solar Flare
214S
Blue
j.214S
Blue

Immediately cancelable into any absorbed 236S/j.236S

Explosive Energy Blast
236S
Green
j.236S
Green

Cancelable into any absorbed j.214S starting on startup frame 10

Barrier
214S
Green
j.214S
Green
  • [] = when blocking attack
Consecutive Energy Blast
236S
Orange
j.236S
Orange

Cancelable into any absorbed j.214S starting on active frame 48

Sticky Energy Blast
214S
Orange
j.214S
Orange

Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits

Homing Energy Blast
236S
Purple
j.236S
Purple

Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits

Sonic Warp
214S
Purple
j.214S
Purple

Cancelable into any absorbed j.236S starting on startup frame 6

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.
Photon Wave
236L+M/236H+S
j.236L+M/j.236H+S
Sweet Tooth
214LM
or 214HS
Excellent Full Course
j.214LM
or j.214HS

Sources

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

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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