Difference between revisions of "DBFZ/Attack Attributes"

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==Attack Attributes==
 
==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.
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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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;Strike Attribute
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: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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:Strike attacks are the most common in the game and can clash with each other.
 
;Projectile Attribute
 
;Projectile Attribute
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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 (Small Ki Blasts)
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::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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::These can be [[DBFZ/Offense#Super Dash|Super Dashed]] through
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:;Level 2 (Beams)
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::Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray
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::These will go through projectiles of lower level without losing any hits
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::Level 2 projectiles can not be Super Dashed through
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:;Level 3 (Super Beams)
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::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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::Level 3 projectiles can not be Super Dashed through
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;Throw Attribute
 
:
 
:
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===Attribute Invincibility===
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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.
  
;Projectile Levels
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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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===Attribute Invincibility===
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These properties will be listed in the frame data as they are discovered.
Some moves
 
  
 
==Counter Hit==
 
==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.
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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.
  
 
==Hitting Two Opponents With the Same Attack==
 
==Hitting Two Opponents With the Same Attack==
[[File:DBFZ_HittingTwice.png|thumb|250px|]]
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[[File:DBFZ_HittingTwice.png|thumb|250px|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.
 
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!
 
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.  
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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.
 
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.
 
 
<br clear=all/>
 
<br clear=all/>
  
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==Attack Level==
 
==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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{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"
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|-
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!
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! Lvl 0
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! Lvl 1
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! Lvl 2
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! Lvl 3
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! Lvl 4
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|-
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! [[Notation#Frame_Data_Related_Terms|Hitstun (Ground Hit)]]
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| 14
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| 16
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| 18
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| 20
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| 22
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|-
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! [[Notation#Frame_Data_Related_Terms|Untechable (Air Hit)]]
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| 14
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| 16
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| 18
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| 20
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| 22
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|-
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! [[Notation#Frame_Data_Related_Terms|Blockstun (Ground)]]
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| 11
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| 11
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| 15
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| 15
 +
| 15
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|-
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! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]
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| 17
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| 17
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| 21
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| 21
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| 21
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|-
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! [[Notation#Frame_Data_Related_Terms|Hitstop]]
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| 6
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| 8
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| 11
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| 14
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| 16
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|-
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! [[Notation#Frame_Data_Related_Terms|Hitstop (Counter Hit)]]
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|
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|
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|
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|
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|
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|-
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|}
  
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
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[[Category:Dragon Ball FighterZ]]

Revision as of 19:07, 6 May 2018

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.

Strike 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.
Strike attacks are the most common in the game and can clash with each other.
Projectile Attribute
There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.
Level 1 (Small Ki Blasts)
Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.
These can be Super Dashed through
Level 2 (Beams)
Most special attack projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray
These will go through projectiles of lower level without losing any hits
Level 2 projectiles can not be Super Dashed through
Level 3 (Super Beams)
Most super attack projectiles fall into this category, like Goku's Super Kamehameha, Vegeta's Big Bang Attack, and Trunks' Burning Attack
These will go through projectiles of lower level without losing any hits
Level 3 projectiles can not be Super Dashed through
Throw Attribute

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.

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.

These properties will be listed in the frame data as they are discovered.

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 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.

Hitting Two Opponents With the Same Attack

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.

Hit Effects

Smash
Placeholder
Wall Bounce
Placeholder
Launcher
Placeholder
Ground Slide
Placeholder

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.

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
Hitstop (Counter Hit)
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


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