- 1 Attack Attributes
- 2 Attack Level
- 3 Counter Hit
- 4 Hitting Two Opponents With the Same Attack
- 5 Cinematic Attacks
- 6 Smash
- 7 Hit Effects
Each attack in the game has an attribute. Attributes are broken up in a few broad categories: strike, projectile, throw. These attributes interact with each other to trigger certain effects like invincibility and guard point.
Like most Arc System Works titles, strike attributes in this game are broken up into three groups: head, body and foot. As a rule of thumb, standing attacks are body, crouching attacks are foot and jumping/airborne attacks are head, but that is not always the case. Note that attack attribute is completely independent of how the attack must be blocked.
Strike attacks are the most common in the game, with each strike having a "durability" level. Strikes of the same durability will clash with each other. Strikes of different durability levels won't clash, but in situations where they should, the strike with higher durability level will gain full invulnerability for as long as their hitboxes overlap, effectively win the exchange.
- Level 1 (L normals)
- Level 2 (M normals)
- Level 3 (air H normals and most Special Attacks)
- Level 4 (ground H normals)
- Level 5 (Super/Meteor Attacks)
Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.
Projectiles cannot clash with strikes or throws.
There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.
- Level 1 (S normals)
- Level 2 (Special Attacks)
- Level 3 (Super/Meteor Attacks)
The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show P2.
- Auto Reflect
Durability and "Auto Reflect-ability" are independence of one another. The amount of Ki gained by Z Reflect is also determined by the Auto Reflect-ability of the projectile they reflected, and not by durability.
Projectiles that can be Auto Reflected have 2 blockstun values: true (normal) blockstun and a much shorter Guard Cancellable blockstun. During Guard Cancellable blockstun, inputting Z Reflect and Super Dash will buffer them to come out as soon as this duration ends. After this duration, inputted Z Reflect and Super Dash will come out immediately. This means a true blockstring involving these projectiles can be considered a "fake" one since it can be reflected out of.
For example: a typical string of Ki blasts like 5[S] is a true blockstring, but since there are gaps between the Ki blasts' Guard Cancellable blockstun, the opponent can Super Dash through these in the middle blocking.
However, if on the first frame that the opponent exits any blockstun, they then block a projectile of this kind, the Guard Cancellable blockstun becomes nullified. An example with Cell: at point blank, if you block his 5L > 5S, or 2L > 5S, then 5S blockstun can be reflected out of, since there's a big enough gap between the two attacks. However, if you block 5M > 5S, 2M > 5S, 5H > 5S, etc. then 5S no longer has its Guard Cancellable blockstun.
The frame data will list this property alongside its attribute. For example, a typical Ki blast is P1r, while a typical beam is P2.
While it is true that same durability projectiles will reduce the amount of hits from one other during a clash, almost all projectile attacks are programmed to extend their own active frames so that a clash will always resulting in both attacks cancelling each other out.
For example: Super Saiyan Goku's Super Kamehameha (10 hits) will always cancel out with Super Saiyan Vegeta's Big Bang Attack (1 hit).
Throws cannot be blocked or Z Reflected, but they will whiff against opponents who are in blockstun or 8 frames after exitting blockstun and hitstun.
Only Dragon Rushes can clash against one another. When 2 throws hit on the same frame, they will both whiff.
Some moves are invulnerable or automatically guard against certain attributes. For example, all 2H have head attribute invincibility starting from frame 4 through all the active frames, so it's the universal anti-air since most jumping attacks, air specials, etc., are considered Head attribute.
Other moves automatically guard against attacks with certain attributes, such as Super Dash and Trunks' Change the Future guarding against Level 1 Projectiles and Nappa's Too Bad guarding against strikes, or armor through against attacks with certain attributes, such as Android 16's 5H absorbing head and body strikes.
These properties will be listed in the frame data as they are discovered.
Each attack in the game does standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.
|Lvl 0||Lvl 1||Lvl 2||Lvl 3||Lvl 4|
|Hitstun (Ground Hit)||14||16||18||20||22|
|Untechable (Air Hit)||14||16||18||20||22|
A Counter Hit occurs when you hit an opponent out of the startup of their attack. On hit, the attacker gains 50% more Ki on that attack only, and both the attacker and defender suffer additional hitstop, there is no additional benefit to counter hits compared to normal hits. However when counter hit by a projectile, this additional hitstop does not apply to the attacker - only the defender and the projectile suffer additional hitstop, giving the attacker a little bit of extra time to land a hit and start a combo.
Hitting Two Opponents With the Same Attack
One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH the opponent and an assist.
Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!
This leads to visually strange situations like Cell's 2M (the slide) hitting Nappa's Saibaman, then a moment later, Nappa gets hit by the remaining active frames of the slide.
This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.
A lot of moves will change properties when they hit at certain part of the move. These changes can only be triggered by the current point character, upon hitting the opponent's point character, and must either start or be done inside a combo.
- Enabling or disabling specific followups
- Example: j.L, on air-to-air hit it will enable j.LL. Majin Buu's Dive Bomb will only trigger its ground splash part of the move if the dive part whiffs.
- Automatically perform extra attacks, these attacks are still cancellable.
- Example: Cell's Perfect Attack, if the opponent is hit by the second hit, he will do a third hit.
- Cinematic sequences
- Either automatically do extra attacks, or completely change how much damage the move does the instance it lands.
- During a cinematic, both players become invincible to all other attacks, cannot use Z Assist, and cannot cancel the animation until after it's finished.
- Example: Frieza's 5LLL, on cinematic hit it does 1000 damage, but upon hitting Z Assist it will only do 400 damage.
All 3 of these aren't mutually exclusive, going back to Cell's Perfect Attack, the M version on hit will automatically do the second hit, if that hit lands he will do the third hit, and finally if that one lands it can be a cinematic one.
Cinematic version of attacks typically triggers on hit and have higher damage, better properties, does more hitstun, with some cinematics having stricter trigger conditions like only triggering at close range, having to be cancelled into from another move, etc. However, there are different types of cinematic, and they can interact with one another like enabling or preventing other cinematics from triggering. Although, even when cinematics do trigger, their properties can still be different. This is the "Smash" system and can be explained as follow.
There are 2 types of cinematic attacks - Smash:
Type U: These usually knock the opponent up into the air or sideways into a wall bounce.
- Type U+: These are "launchers," a subset of type U. They have an added property of enabling some type D to get their Smash within the same combo. This property only applies to the first U Smash of the combo.
Type D: These usually send the opponent down and are accompanied with sliding knockdowns.
- Type D+: Subset of type D that requires an U+ Smash used previously in the combo to trigger its Smash property. More on this will be described below.
On top of different types, each Smash attack also have limited number of times they can trigger per combo:
1. Only triggers if no Smash of the same type has been used.
2. Triggers even if the same type has been used, but only once.
3. Always triggers.
While most attacks only have one Smash and one normal version, there are attacks that have more than one Smash versions, and will use the corresponding one depending on the conditions. The game prioritizes plus(+) Smash over normal Smash.
Type D+ Smash
The in-depth conditions to get Smash property for type D+ moves are as follows:
- The opponent must be hit with a type U+ Smash that still has its "launching" property.
- Afterward, you're not allowed to re-enter neutral stance on the ground. Meaning:
- If you're grounded, you must cancel the Smash move's recovery frames with another action, such as Super Dash or other special moves. No jumping unless you can cancel into it, no grounded Sparking! activation since you're forced to land afterward.
- If you're airborne, you mustn't land. Though using special moves that teleport you back to the ground are still OK, so as long as their recovery frames are cancelled into something else. Similarly, landing recovery frames from aerial attacks can also be cancelled to maintain D+ Smash.
Using a U type Smash move will prevent further U1 Smash. Similarly, using a D type Smash will also block further D1 Smash. There are also multi-type Smash. For example: a Smash attack type UD1 on hit will prevent further usage of both type U1 and D1, however, it can only be triggered if neither type has been used in the combo.
Despite this, there are attacks that block Smash's usage despite not having a Smash version, or belong to one type but blocks the Smash of another. The most common instances of this are attacks that "consume" U1, D1 Smash, and the U2 Smash of Vanish. This specific consumption of Smash is denoted by UDV, and is put next to the Smash type the move actually belongs to.
Here are some run downs on typical Smash attacks:
- 5LLL is type U3+. As noted above, its launching property only applies if it's the first U Smash of the combo, subsequent uses do not activate D+ Smash.
- 5H and some j.2H are type U1.
- 2H and most j.2H are type U1+.
- Most j.H are type D1+.
- Special moves can vary from all types of Smash.
- Vanish is type U2.
- Dragon Rush is type U+ if landed raw, but consumes type UDV if performed mid-combo.
- Tag Guard Cancel doesn't trigger cinematic but consumes type UDV.
- Solo Guard Cancel and Sparking Blast do not consume Smash.
- Super and Meteor Attacks can vary from different Smash types, but they all consume type UDV.
More information on this is described in the Combo System section, and on individual character pages
While not every character has a j.H with Smash property, they all have a "Dynamic" j.H that acts the same as D1+ Smash but without the typical sliding knockdown. This version can be triggered by successfully landing a 5LLL, in a combo that hasn't used U Smash, then mash L to perform a Super Dash, followed by j.L, j.LL and j.LLL. Manually inputting Super Dash (H+S) won't work, manual j.M and j.H won't work, too much delay or attempting to do any other move and it won't work. Though calling Z Assists is fine as long as L is still being mashed.
The big thing about Dynamic j.LLL is that it's a reliable way to get a Dragon Ball and is the only way to summon Shenron. Dynamic j.LLL also typically causes a soft knockdown mid-screen and a decently big corner bounce. The wall bounce can be put to use outside of the corner by tagging another character in right after j.LLL, which pulls the "wall" back, causing a wall bounce instead of a soft knockdown. The tagged in character can then continue the combo, this means the player can guarantee a Dragon Ball without sacrificing too much damage.
Wall and Ground Bounce
Outside of hitstun and untechable time, certain moves will have bonus properties and a second untechable time if the opponent touches a surface before getting hit again, this second untech time is not affected by hitstun decay. One type causes the opponent to "bounce" back at you allowing for combo extension, the other type will cause some form of knockdown, allowing for okizeme.
Generally, wall bounce only comes from type U Smash moves, with the prime examples being 5H and Vanish, while ground bounce can come from all source of attacks. Bounce effects can also be combined with each other and with knockdown effects, meaning a move can cause both ground bounce and wallbounce, or ground bounce and sliding knockdown.
For wall bounce, how much the opponent bounces back depends on the moves. Some moves will cause a big bounce that sends the opponent back to midscreen, while some will keep them at the edge of the screen, meaning they allow a wide variety of followups in the corner, but almost nothing without the help of assists when used midscreen, vice versa for the big bounce.
Another variation of wall bounce is corner bounce, which "only" causes a wall bounce in the corner. Technically these moves do cause wall bounce everywhere on screen, but the knockback isn't strong enough for the opponent to reach the current wall. Like stated in the Dynamic! j.H section, one can "cheat the system" by tagging a teammate in to "pull" the wall back, allowing for the wall bounce to trigger, but it's generally not possible to do this with special moves.
There are a variety of knockdowns:
- Soft knockdown: The opponent can ground-tech as soon as they touch the ground. This is the default "knockdown" state for all attacks, though usually when a move is stated to "cause a soft knockdown" means it has long hitstun that forces the opponent to land on the ground.
- Sliding knockdown: Although they won't always visibly "slide", upon making ground contact, the second untechable time keeps them on the ground and they will be vulnerable to Off The Ground attacks. Afterward, they will be able to ground-tech, but cannot combine the delay wakeup tech with any other tech options like they can with a soft knockdown. This type usually comes from type D Smash moves and Super Attacks.
- Hard knockdown: The opponent isn't vulnerable to OTG moves during the second untech-time, but cannot ground-tech and is forced to stand up as soon as the untech-time ends. This type only comes from Meteor Attacks.
Almost of a leftover, this state is very rare to come by:
- The opponent is stunned and forced to slowly lay down, this duration isn't affected by hitstun decay.
- During this lying down time, they are throw invulnerable.
- Upon fully laid down, they are forced to ground tech immediately.
Golden Frieza's deactivation is similar to this state, with a few differences:
- He's vulnerable to throw during the fall, but he can break Dragon Rush.
- Upon fully laid down, enters a hard knockdown state.
Off The Ground (OTG)
While rare, some moves can hit the opponent during their sliding knockdown state.
All Super and Meteor Attacks can hit OTG. This makes it very easy to add extra damage at the end of combos, so as long as you have Ki gauges to spend.
Vegeta's "I have no use for Saiyans that can't move" is currently the only special move that can do this.