Difference between revisions of "DBFZ/Attack Attributes"

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(Counter Hit)
(Attack Attributes)
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==Attack Attributes==
 
==Attack Attributes==
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Each attack in the game has Attributes are also broken up in categories. These attributes interact with each other to trigger certain effects like invincibility and guard point.
  
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;Projectile Attribute
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;Projectile Levels
 
===Attribute Invincibility===
 
===Attribute Invincibility===
 
 
 
  
 
==Counter Hit==
 
==Counter Hit==

Revision as of 22:04, 7 February 2018

Attack Attributes

Each attack in the game has Attributes are also broken up in categories. These attributes interact with each other to trigger certain effects like invincibility and guard point.

Projectile Attribute
Projectile Levels

Attribute Invincibility

Counter Hit

A Counter Hit occurs when you hit an opponent out of the startup of their attack. Unlike most other games, there is no additional benefit to counter hits compared to normal hits.

Hitting Two Opponents With the Same Attack

DBFZ HittingTwice.png

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 2H hitting Nappa, then a moment later, Nappa's Saibaman jumps into the active frames and gets hit.

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.

Hitting assists counts the attack as being blocked, so attackers can still perform cancels that are available on block.

Hit Effects

Smash
Placeholder
Wall Bounce
Placeholder
Launcher
Placeholder
Ground Slide
Placeholder

Attack Level

Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc