Difference between revisions of "DBFZ/Attack Attributes"

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==Attack Attributes==
 
==Attack Attributes==
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.
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Each attack in the game has an attribute. Attributes are broken up in a few broad categories: '''physical''' and '''projectile'''. These attributes interact with each other to trigger certain effects like invincibility and guard point.
  
;Strike Attribute
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===Physical Attribute===
:Strike attributes are broken up into two groups: '''airborne''' and '''ground'''. As a rule of thumb, attacks performed while standing/crouching are ground, and jumping strikes are airborne, but there are exceptions.
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Physical attribute in this game are broken up into 2 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 and can clash with each other.
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;Projectile Attribute
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Physical attacks are the most common in the game, with each attack having a "priority" level. Attacks of the same priority will [[DBFZ/Movement#Cancels|clash]] with each other. Attacks of different priority levels won't clash, but in situations where they would, the strike with higher durability level will gain full invulnerability for as long as their hitboxes overlap, effectively win the exchange.
:There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.
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*Level 1 (L normals)
:;Level 1 (Small Ki Blasts)
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*Level 2 (M normals)
::Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.
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*Level 3 (air H normals and most Special Attacks)
::These can be [[DBFZ/Offense#Super Dash|Super Dashed]] through
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*Level 4 (ground H normals)
:;Level 2 (Beams)
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*Level 5 (Super/Meteor Attacks)
::Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray
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*"Level 6" (throws and other various attacks)
::These will go through projectiles of lower level without losing any hits
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"Level 6" attacks '''do not clash''' with any other attack, not even themselves, they simply pass through each other's hitboxes. In situations where they would trade with another attack, if the level 6 attack isn't cinematic, the result is an expected trade. However if said attack is a cinematic one, one attack will beat the other out, but which one wins the exchange is practically '''random.'''
::Level 2 projectiles can not be Super Dashed through
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:;Level 3 (Super Beams)
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There's only one Level 6 attack that can clash, and that's Dragon Rushes clashing with one another for a throw break.
::Most super attack projectiles fall into this category, like Goku's Super Kamehameha, Vegeta's Big Bang Attack, and Trunks' Burning Attack
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::These will go through projectiles of lower level without losing any hits
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;Strikes and Throws
::Level 3 projectiles can not be Super Dashed through
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While strikes and throws in this game share the same head, body, foot and priority system. A distinction still has to be made: Throws cannot be blocked or Z Reflected, but they will always whiff against opponents who are in blockstun or 8 frames after exiting blockstun and hitstun.
;Throw Attribute
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:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.
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Strikes are any physical attacks that aren't throws.
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===Projectile Attribute===
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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.
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Projectiles cannot clash with physical attacks.
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There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.
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*Level 1 (S normals)
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*Level 2 (Special Attacks)
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*Level 3 (Super/Meteor Attacks)
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The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show '''P2'''.
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;Ki blast
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Some attacks have invulnerability against "Ki blast" projectiles, automatically [[DBFZ/Defense#Z Reflect|reflecting]] them on contact.
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Durability and "Ki blast" property are independence of one another. The amount of Ki gained by Z Reflect is also determined by Ki blast property, and not by durability.
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Ki blast projectiles have two blockstun values: a very short "real" blockstun and a longer "weak" blockstun. At first, during the real blockstun, Z Reflect and Super Dash can be buffered to come out as soon as this blockstun ends. For the rest of the weak blockstun, Z Reflect and Super Dash will come out immediately. This means that a blockstring involving Ki blast can be considered a "fake" one since it can be Reflected out of.
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For example: a typical string of Ki blasts like 5[S] is a blockstring that cannot in anyway be escaped if you do not use Reflect or Super Dash, but since there are gaps between the Ki blasts' real blockstun, the opponent can Super Dash through them in the middle blocking.
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However, ''you can turn weak blockstun into real blockstun.'' If on the first frame that a player exits any blockstun, they then block a projectile of this kind, the weak blockstun now cannot be Reflected or Super Dashed out of. Here's an example with Cell: at point blank, if he does 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 blockstun cannot be escaped.
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The frame data will list this property alongside its attribute.
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;Clashing
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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.
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For example: Super Saiyan Goku's Super Kamehameha (10 hits) will always cancel out with Super Saiyan Vegeta's Big Bang Attack (1 hit).
  
 
===Attribute Invincibility===
 
===Attribute Invincibility===
Some moves are invulnerable or automatically guard against certain attributes during certain times. For example, most 2H attacks have invincibility against airborne strikes starting from frame 4 through all the active frames.  
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[[File:DBFZ_AttributeInvincible.png|thumb|250px|A blue circle appears when you are attribute invincible to an attack]]
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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 attacks that can be blocked high.
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Other moves automatically guard against attacks with certain attributes, such as Super Dash and Trunks' Change the Future guarding against Ki blasts 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.
 
These properties will be listed in the frame data as they are discovered.
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==Attack Level==
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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.
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{{#lsth:DBFZ/Frame Data|Attack Level}}
  
 
==Counter Hit==
 
==Counter Hit==
A Counter Hit occurs when you hit an opponent out of the startup of their attack. On hit, both the attacker and defender suffer additional [[Notation#Frame Data Related Terms|hitstop]] so generally, 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.
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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 [[Notation#Frame Data Related Terms|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==
 
==Hitting Two Opponents With the Same Attack==
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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.
 
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.
<br clear=all/>
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<br style="clear:both;"/>
  
==Hit Effects==
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==Cinematic Attacks==
===Smash!===
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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.
A lot of moves in Dragon Ball FighterZ have a cinematic "Smash!" version, usually with stronger properties and higher damage. Not all of them will trigger the "Smash!" prompt, but the way to tell if a Smash move has been used is typically the change in camera angle or a short cinematic that plays out on hit.
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;Enabling or disabling specific followups
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:Example: j.L on air-to-air hit will enable j.LL. Majin Buu's Dive Bomb will only trigger its ground splash part of the move if the dive part whiffs.
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;Auto-followups
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:Automatically perform extra attacks, these attacks are still cancellable.
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:Example: Cell's Perfect Attack, if the opponent is hit by the second hit, he will do a third hit.
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;Cinematic sequences
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:Either automatically do extra attacks, or completely change how much damage the move does the instance it lands.
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: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.
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:Example: Frieza's 5LLL, on cinematic hit it does 1000 damage, but upon hitting Z Assist it will only do 400 damage.
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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.
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==Smash==
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[[File:DBFZ_CinematicSmash.png|thumb|250px|The "Smash!" prompt appears upon hitting with 5LLL, the universal cinematic attack]]
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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. A move can even have multiple cinematics with different their properties. This is the "Smash" system and can be explained as follow.
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There are 2 types of cinematic attacks - Smash:
  
There are 2 types of Smash:
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'''Type U:''' These usually knock the opponent up into the air or sideways into a wall bounce.
* '''Type A:''' These usually knock the opponent into the air or sideways into a wall bounce.
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:'''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 A*: These are "launchers," a subset of type A. They have an added property of enabling some type B to get their Smash. This property only applies to the first A Smash of the combo. There are currently no Specials nor Supers that are launchers.
 
  
* '''Type B:''' These are usually downward hitting and accompanied with sliding knockdowns.
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'''Type D:''' These usually send the opponent down and are accompanied with sliding knockdowns.
** Type B*: Subset of type B that requires an A* Smash used previously in the combo to active their Smash. More on this will be described below.
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:'''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 moves also follow one of these trigger conditions:
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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.
 
'''1.''' Only triggers if no Smash of the same type has been used.
Line 61: Line 111:
 
'''3.''' Always triggers.
 
'''3.''' Always triggers.
  
Attacks will only ever trigger their cinematic sequences on hitting the current point character, this means Smash will also only apply to point characters and not Z Assists. However, moves like command grabs and Supers, despite always triggering cinematic, ''do'' have non-Smash versions with different properties or even different animations all together. The "Smash!" prompt can also shows up for moves that don't even have Smash properties. It's best identifying Smash attacks by following the two criteria above, and testing them on Z Assists if possible.
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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.
  
Here are some basic run downs on cinematic attacks:
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====Type D+ Smash====
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The in-depth conditions to get Smash property for type D+ moves are as follows:
  
* '''5LLL''' has Smash type A3*. As noted above, its launching property only apply if it's the first A Smash of the combo, subsequent use does not activate B* (with a few exceptions).
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*The opponent must be hit with a type U+ Smash that still has its "launching" property.
  
* '''5H''' and '''some j.2H''' are type A1.
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*Afterward, you're not allowed to re-enter neutral stance on the ground. Meaning:
  
* '''2H''' and '''most j.2H''' are type A1*.
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:*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.
  
* '''Most j.H''' are type B1*.
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:*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.
  
* '''Specials''' can vary from all types of Smash and conditions, however...
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===Smash consumption===
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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.
  
* '''Some Specials''' can have both B and B* Smash with different properties, they will choose which one to use accordingly to the Smash usage of the combo.
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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.
  
* '''Vanish''' is type A2, with the special trigger condition of cancelling from another attack.
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===Overall===
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Here are some run downs on typical Smash attacks:
  
* '''Sparking''' does ''not'' consume Smash.
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* '''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.
  
* Each '''throw''' of the same "family" can only be used once per combo. For example, Piccolo can do 5S, 2S, j.S, then Z Change to Android 16 to do j.236M, Dragon Rush all in one combo; Broly can combo 214M into j.214M, but can’t do 214M into 214H, as they belong to the same family. Pre-Season 2, this restriction could be broken by grabbing the opponent during hitstun from the point character’s own attack, allowing for some advanced combos.
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* '''5H''' and '''some j.2H''' are type U1.
  
* '''Dragon Rush''' that starts a combo is type A*.
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* '''2H''' and '''most j.2H''' are type U1+.
  
* '''Guard Cancel''' and '''mid-combo Dragon Rush''' consume both A and B Smash, ''and'' Vanish' Smash.
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* '''Most j.H''' are type D1+.
  
* '''Super Attacks''' vary from different Smash types, but they also consume A, B and Vanish' Smash.
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* '''Special moves''' can vary from all types of Smash.
  
More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.
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* '''Vanish''' is type U2.
  
===Dynamic!===
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* '''Dragon Rush''' is type U+ if landed raw, but consumes type UDV if performed mid-combo.
Unlike the typical B1* j.H with SKD, every character also has a "Dynamic!" version of j.H that still consumes B Smash while being inferior to Smash in almost every way. This version can be triggered by successfully landing a 5LLL, in a combo that hasn't used A 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.H is that it's a reliable way to get a [[DBFZ/Gauges#Dragon Balls|Dragon Ball]] and is the only way to summon Shenron. Dynamic! j.H also typically causes a soft knockdown mid-screen and a decently big wall bounce in the corner. This 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.
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* '''Tag Guard Cancel''' doesn't trigger cinematic but consumes type UDV.
  
===Type B* Smash!===
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* '''Solo Guard Cancel''' and '''Sparking Blast''' do ''not'' consume Smash.
The in-depth conditions to get Smash! property for type B* moves are as follows:
 
  
*<s>During the hitstun of a type A* Smash, the opponent must be hit by any move that's not a ground normal. Though technically, these moves only have to be ''inputted'' during the hitstun, meaning the combo can turn invalid.</s> This seems inaccurate at the moment, needs more testing. Specifically Z Assists can extend this hitstun period and somehow ruins the SKD, but quickly goes from Z Assists to the followups still works fine.
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* '''Super and Meteor Attacks''' can vary from different Smash types, but they all consume type UDV.
  
*If you're grounded, you must leave the ground with anything ''but'' a normal jump (or super jump). For example: Super Dash, Trunks' Cyclone Jump, any form of teleportation, etc.
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More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages
  
*And finally, if you're airborne, you mustn't land. Though certain special moves that teleport you back to the ground are still OK.
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===Dynamic===
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While not every character has a j.H with Smash property, they all have a type D2+ j.LLL that wall bounces, accompanied by a "Dynamic!" prompt. 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.
  
If a combo meets all of these conditions, even if it becomes invalid at any point, it's guaranteed to get a sliding knockdown.
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The big thing about Dynamic j.LLL is that it's a reliable way to get a [[DBFZ/Gauges#Dragon Balls|Dragon Ball]] and is the only way to summon Shenron. Dynamic j.LLL also typically causes a decently big wall bounce. This wall bounce can be put to use outside of the corner by Z Changing into another character 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.
  
What all of this means is that you can do things like Sparking! Cell 5LLL > M Perfect Attack > call Gotenks Z Assist + empty Vanish > j.L > j.LL > Gotenks Z Assist hits > Z Change to Frieza > j.L > j.LL > j.2H into a sliding knockdown. [https://youtu.be/SA7yky9QbTc Video example.]
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==Hit Effects==
 
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===Wall and Ground Bounce===
===Anti-Air!===
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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.
Moves with Anti-Air! property will have invulnerability against attacks with head attribute. If a head attribute attack passes through the character's body while they're doing an Anti-Air move, a blue bubble can be seen flashing out from them and the prompt "Anti-Air!" will show up.
 
  
Not to be confused with the term anti-air, as some attacks without any invulnerability can also be used for anti-airing.
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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 kinds of attacks. Bounce effects can also be combined with each other and with knockdown effects, meaning a move can cause both ground bounce and wall bounce, or ground bounce and sliding knockdown.
  
All characters have 2H as a universal attack with Anti-Air! property. Conversely, universal airborne actions such as j.L, j.M, j.H, Super Dash and Vanish are all head attribute attacks, so these are among the moves you should be looking out for.
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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.
  
It's not always obvious which attacks have head attribute. Most attacks performed in the air or moves that put the character in an airborne state have head attribute. However, the universal overhead, 6M, '''does not''' have head attribute, despite the characters physically jumping up. This quirk also applies to Super Attacks, as Vegito's Omega Finishing Blow (a mid strike) has head attribute while Frieza's Nova Strike (an overhead) doesn't.
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Another variation of wall bounce is corner bounce, which only causes a wall bounce in the corner.
  
The easiest way to test if a move has head property is simply try to 2H them. And the easiest way to test if a move has Anti-Air! property is to try punishing a j.H.
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===Knockdowns===
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There are a variety of knockdowns:
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* '''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.
  
===Wall Bounce===
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* '''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.
Certain moves will cause the opponent to bounce off the edge of the screen when the opponent makes contact with it. This is known as a wall bounce, and it's generally used to extend combos. Every character's 5H, with the exception of Cooler's and Jiren's, causes a small wall bounce, so it's seen very often in play. Most of the time, normals and specials that can cause a wall bounce will only do so if the Smash! version is used. For example, as stated, almost all 5H moves will cause a wall bounce if they are the Smash! version, but will not cause a bounce if a Smash! is not triggered. However, there is no limit to how many times a wall bounce can be used in a combo. It's difficult to utilize the lack of a hard limit due to wall bounces generally being limited to the Smash! property, but it's certainly something to keep in mind.
 
  
How the wall bounce behaves depends on what move is used. For example, Ginyu's medium Jersey Rush causes a wall bounce where the opponent hits the wall and simply falls down in place, while the heavy version causes them to hit the opposite wall and bounce aggressively back to midscreen. In this case, the medium version allows a wide variety of followups in the corner, but almost nothing without the help of assists when used midscreen, and vise versa for the heavy version.
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* '''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.
  
Hitstun and untechable time are not affected by wall bounces. That is to say, the total amount of time you have to continue a combo after a wall bounce does not change even if when the wall bounce happened does. Because of this, it's preferable to trigger most wall bounces as close to the corner as possible, as this allows the largest window to continue the combo after the bounce happens. At the same time, however, certain moves that cause a wall bounce do so at a low height, such as 5H, and thus your opponent will hit the ground after the bounce before they would be allowed to tech in the air. In cases like these, creating more space allows them to travel a bit before the wall bounce happens. This allows more of the move's untechable time to be utilized, which may allow for certain combos that previously were not possible.
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===Crumpled===
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Almost of a leftover, this state is very rare to come by:
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*The opponent is stunned and forced to slowly lay down, this duration isn't affected by hitstun decay.
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*During this lying down time, they are throw invulnerable.
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*Upon fully laid down, they are forced to ground tech immediately.
  
===Ground Bounce===
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Golden Frieza's deactivation is similar to this state, with a few differences:
While rare in Dragon Ball FighterZ, certain moves have the ability to bounce your opponent off the ground, allowing for potential followups.
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*He's vulnerable to throw during the fall, but he ''can'' break Dragon Rush.
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*Upon fully laid down, enters a hard knockdown state.
  
Ground bounces function very similarly to wall bounces with a few key differences:
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===Off The Ground (OTG)===
* Most moves that have the ability to ground bounce do not have this feature tied to the Smash! property, with a handful of exceptions such as Cooler's 5H and Bardock's Aerial M Rebellion Spear.
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While rare, some moves can hit the opponent during their sliding knockdown state.
* Certain moves may only trigger a ground bounce under certain conditions, such as requiring the opponent to not be in a launched state, or only the first hit of a move causing the bounce.
 
* Whenever a ground bounce is triggered, the current remaining untechable time of the move is reset to a standard value. This means that regardless of how high they fell before the bounce happened, they will always remain vulnerable after the bounce for the same amount of time, subject to hitstun decay.
 
  
Ground bounces can allow for very powerful combos when used properly, mostly due to the final property in that list. Since the bounce has its own standardized untechable time, the total window to continue the combo becomes "duration of the bounce" + "how long they were falling," i.e. the higher they were when they were hit by the move that bounces, the more total untechable time they will experience. For example, Hit can launch his opponent high into the air with his 2H, then cancel into 236M stance and continue with LLL. The downwards strike of this stance move can ground bounce, and since the opponent was so high in the air, Hit has enough time to link a 5L before they can tech, which he normally cannot do if this move hits an opponent that's closer to the ground.
+
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.
  
Due to how rare ground bounces are, they have many interesting applications for the characters that can use them that are available to nobody else on the cast. If your character has one, finding a way to make use of it is generally a very good way to expand your routing options.
+
Vegeta's "I have no use for Saiyans that can't move" is currently the only special move that can do this.
 
 
===Launcher===
 
Certain moves will launch your opponent into the air and allow for high altitude followup combos. Most notably, everyone's 2H anti air will allow for a followup combo in this way when the Smash! version is used. Other notable examples include Dragon Rush when not preformed during a combo, and the final hit of the light autocombo for certain characters.
 
 
 
In the vast majority of cases, making use of a launcher will require the use of your Smash! property. However, moves may still launch even without a Smash!, though continuing the combo may not be possible without it. Every 2H functions this way, where it will still launch without a Smash!, but in most situations requires it to continue the combo with a Super Dash.
 
 
 
Launchers are extremely common combo extenders, especially for characters that are able to do the standard magic series with a j2H launcher. In addition, launchers that consume the Smash! property may allow the character's jH to cause a sliding knockdown with a higher base damage, rather than the standard soft knockdown it usually causes. This is only the case for characters with a jH that causes a knockdown, however.
 
 
 
===Ground Slide===
 
A ground slide is a special state where your opponent enters knockdown but continues to slide along the ground for a short time, before they stop sliding and are able to tech. This state is usually caused by moves that can Smash! and also knock down, however in some rare cases a slide can occur without a Smash!, such as an aerial Dragon Rush, Frieza's Death Saucer as it returns or Goku (SSGSS)'s Z Assist.
 
 
 
During this slide, your opponent generally cannot be hit by any normal or special moves. They can, however, be hit by supers. Certain moves may also have the ability to continue the combo after a ground slide, such as Vegeta's "I have no use for Saiyans that can't move", but these moves are exceptions to the rule.
 
 
 
Ground slides are usually used to both set up okizeme after a combo, as well as enable easy confirms into supers when attempting to kill the opponent's current character. Ground slides do not allow your opponent to combine the delay wakeup tech with any other tech options like they can do on a soft knockdown, so this type of knockdown is preferable when it is able to be achieved.
 
 
 
==Attack Level==
 
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.
 
{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"
 
|-
 
!
 
! Lvl 0
 
! Lvl 1
 
! Lvl 2
 
! Lvl 3
 
! Lvl 4
 
|-
 
! [[Notation#Frame_Data_Related_Terms|Hitstun (Ground Hit)]]
 
| 14
 
| 16
 
| 18
 
| 20
 
| 22
 
|-
 
! [[Notation#Frame_Data_Related_Terms|Untechable (Air Hit)]]
 
| 14
 
| 16
 
| 18
 
| 20
 
| 22
 
|-
 
! [[Notation#Frame_Data_Related_Terms|Blockstun (Ground)]]
 
| 11
 
| 11
 
| 15
 
| 15
 
| 15
 
|-
 
! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]
 
| 17
 
| 17
 
| 21
 
| 21
 
| 21
 
|-
 
! [[Notation#Frame_Data_Related_Terms|Hitstop]]
 
| 6
 
| 8
 
| 11
 
| 14
 
| 16
 
|-
 
|}
 
  
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Dragon Ball FighterZ]]

Latest revision as of 16:55, 18 July 2019

Attack Attributes[edit]

Each attack in the game has an attribute. Attributes are broken up in a few broad categories: physical and projectile. These attributes interact with each other to trigger certain effects like invincibility and guard point.

Physical Attribute[edit]

Physical attribute in this game are broken up into 2 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.

Physical attacks are the most common in the game, with each attack having a "priority" level. Attacks of the same priority will clash with each other. Attacks of different priority levels won't clash, but in situations where they would, 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)
  • "Level 6" (throws and other various attacks)

"Level 6" attacks do not clash with any other attack, not even themselves, they simply pass through each other's hitboxes. In situations where they would trade with another attack, if the level 6 attack isn't cinematic, the result is an expected trade. However if said attack is a cinematic one, one attack will beat the other out, but which one wins the exchange is practically random.

There's only one Level 6 attack that can clash, and that's Dragon Rushes clashing with one another for a throw break.

Strikes and Throws

While strikes and throws in this game share the same head, body, foot and priority system. A distinction still has to be made: Throws cannot be blocked or Z Reflected, but they will always whiff against opponents who are in blockstun or 8 frames after exiting blockstun and hitstun.

Strikes are any physical attacks that aren't throws.

Projectile Attribute[edit]

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 physical attacks.

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.

Ki blast

Some attacks have invulnerability against "Ki blast" projectiles, automatically reflecting them on contact.

Durability and "Ki blast" property are independence of one another. The amount of Ki gained by Z Reflect is also determined by Ki blast property, and not by durability.

Ki blast projectiles have two blockstun values: a very short "real" blockstun and a longer "weak" blockstun. At first, during the real blockstun, Z Reflect and Super Dash can be buffered to come out as soon as this blockstun ends. For the rest of the weak blockstun, Z Reflect and Super Dash will come out immediately. This means that a blockstring involving Ki blast 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 blockstring that cannot in anyway be escaped if you do not use Reflect or Super Dash, but since there are gaps between the Ki blasts' real blockstun, the opponent can Super Dash through them in the middle blocking.

However, you can turn weak blockstun into real blockstun. If on the first frame that a player exits any blockstun, they then block a projectile of this kind, the weak blockstun now cannot be Reflected or Super Dashed out of. Here's an example with Cell: at point blank, if he does 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 blockstun cannot be escaped.

The frame data will list this property alongside its attribute.

Clashing

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).

Attribute Invincibility[edit]

File:DBFZ AttributeInvincible.png
A blue circle appears when you are attribute invincible to an attack

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 Ki blasts 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.

Attack Level[edit]

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
Blockstun (Ground) 11 11 15 15 15
Blockstun (Air) 17 17 21 21 21
Hitstop 6 8 11 14 16


Counter Hit[edit]

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[edit]

Yamcha and Krillin getting hit by Cell's 5M

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.

Cinematic Attacks[edit]

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 will enable j.LL. Majin Buu's Dive Bomb will only trigger its ground splash part of the move if the dive part whiffs.
Auto-followups
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.

Smash[edit]

File:DBFZ CinematicSmash.png
The "Smash!" prompt appears upon hitting with 5LLL, the universal cinematic attack

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. A move can even have multiple cinematics with different their properties. 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.

Type D+ Smash[edit]

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.

Smash consumption[edit]

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.

Overall[edit]

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

Dynamic[edit]

While not every character has a j.H with Smash property, they all have a type D2+ j.LLL that wall bounces, accompanied by a "Dynamic!" prompt. 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 decently big wall bounce. This wall bounce can be put to use outside of the corner by Z Changing into another character 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.

Hit Effects[edit]

Wall and Ground Bounce[edit]

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 kinds of attacks. Bounce effects can also be combined with each other and with knockdown effects, meaning a move can cause both ground bounce and wall bounce, 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.

Knockdowns[edit]

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.

Crumpled[edit]

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)[edit]

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.

Dragon Ball FighterZe
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