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


;Strike Attribute
===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.
Physical attribute in this game are broken up into 2 groups: '''head''' and '''body'''. As a rule of thumb, standing and crouching attacks are body, while 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.
;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 [[DBFZ/Offense#Super Dash|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
:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.


===Attribute Invincibility===
;Strike
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.  
:Strike attacks are the most common in the game, with each having a '''clash level'''. Attacks of the same clash level will [[DBFZ/Movement#Cancels|clash]] with each one other. Strikes of different clash levels won't clash, but in situations where they would trade, the strike with higher clash level will gain full invulnerability for as long as their hitboxes and hurtboxes overlap, effectively winning the exchange.
:Clash level is often identical to the attack's attack level. Unique clash level will be noted in characters' full frame data.


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.
;Throw and Hit Grab
:Throws are attacks that can not be blocked but have some restrictions such as not being able to hit crouching or airborne opponents, while hit grabs are strikes with a special attack animation that plays out on hit.
:Throws and hit grabs share a unique "clash level": they cannot clash, and will always win against strikes on trades. If two throws/hit grabs trade, the character that landed the last attack (blocked or hit) will win the exchange.
:Throws can not hit assist characters and on hit cause both the attacker and defender to become temporarily invulnerable to other attacks while the attack animations play out.


These properties will be listed in the frame data as they are discovered.
===Projectile Attribute===
Each projectile has a '''durability level'''. When two projectiles of equal durability clash, each projectile will lose one hit (so a 5 hit projectile will become a 4 hit projectile, and a 1 hit projectile will disappear). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.


==Counter Hit==
Projectiles will have their hitboxes disable for the frame that they clash, even if they have different durability levels.
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==
In DBFZ, projectiles of same durability will often extend their own active frames on clash to ensure that they'll cancel each other out. Such as Goku (Super Saiyan)'s Super Kamehameha (10 hits) will always cancel out with Vegeta (Super Saiyan)'s Big Bang Attack (1 hit).
[[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.


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!
Projectiles cannot clash with strikes or throws.


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.  
The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show '''P2'''.


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.
;Ki Blast
<br clear=all/>
:Ki Blast is an extra property of some projectiles with a few unique traits:
:*Certain moves will have guard point specifically against Ki Blasts, notably Super Dash
:*Ki Blast's blockstun is cancelable into Reflect or Super Dash, but not their blockstop
::If a Ki Blast connects exactly 1f after the opponent escapes from another blockstun, its blockstun won't be cancelable.


==Hit Effects==
;Assist Characters
===Smash!===
:Z Assists and various attacks like Android 18's Support Attack also have their own physical and projectile attributes, however certain moves with guard point will treat these attacks as projectiles, disregarding their actual attributes.
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.


There are 2 types of Smash:
===Attribute Invulnerability===
* '''Type A:''' These usually knock the opponent into the air or sideways into a wall bounce.
[[File:DBFZ_AttributeInvincible.png|thumb|350px|Don't worry. He's attribute invulnerable to Buu's attack, as indicated by the blue circle]]
** 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.
:Some attacks are invulnerable or automatically guard against certain attributes. For example, all 2H have head attribute invulnerability, so it functions very well as an anti-air since most jumping attacks, air specials, etc. are considered head attribute.
:Attacks with attribute invulnerability are usually only invulnerable for a certain number of frames, meaning you can hit them before or after the attribute invulnerability window. This is especially important with regard to anti-air attacks: anti-airs often have a bit of startup before they gain their head attribute invulnerability frames, so a jump attack that's already active will counter hit an opponent for attempting to anti-air too late.


* '''Type B:''' These are usually downward hitting and accompanied with sliding knockdowns.
;Guard Point and Armor
** 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.
:Guard point (also known as autoguard) allows attacks to automatically guard against other attacks, while armor allows you to take the hit while still carrying through the attack. As a rule of thumb, guard point and armor are weaker than invulnerability because an attack that hits guard point/armor is considered "blocked" and the attacker retains all "cancel on block" options.  
:Most of the time, these attacks only have guard point/armor against certain types of attacks. For example, Android 16's 5H only has armor against mid and high strikes, but not lows.
<br style="clear:both;"/>


On top of different types, each Smash moves also follow one of these trigger conditions:
==Attack Level==
Attack level determine a standardized amount of hitstun, blockstun, pushback, etc. an attack will have. As a general rule, attacks with the same Attack Level share the same sound effects and graphical effects.


'''1.''' Only triggers if no Smash of the same type has been used.
There are numerous exceptions that override these default values and even have extra properties like knocking the enemy into the air, wallbounce, groundbounce, etc. These will be noted in the frame data.
{{#lsth:DBFZ/Frame Data|Attack Level}}


'''2.''' Triggers even if the same type has been used, but only once.
==Counter Hit==
A counter hit typically occurs when you hit an opponent who is in the startup of their attack. On hit, the announcer will say "Counter" along with a HUD message, the attacker will gain 50% more Ki on that attack only, and there is no additional benefit to counter hits compared to normal hits.


'''3.''' Always triggers.
All attacks are in counter hit state during their startup and active frames only, but there are some exceptions with counter hit state during their recoveries.


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.
==Hitting Two Opponents With the Same Attack==
[[File:DBFZ_HittingTwice.png|thumb|250px|Beerus and Android 18 getting hit by Cell's 2M]]
An attack can hit multiple targets assuming they are within range. For example one attack can hit both the opponent and an assist.


Here are some basic run downs on cinematic attacks:
Normally, when an attack touches the opponent, the remaining active frames can not hit them again. However, if there is a second hittable character, then the remaining active frames can still hit them!


* '''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 active B*.
This leads to strange situations like harder conversions during a '''Happy Birthday''' combo (a combo that hits more than one opponent at the same time), an attack can hit the main character, then a moment later, the second character who is slightly behind gets hit by the remaining active frames. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!


* '''5H''' and '''some j.2H''' are type A1.
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.


* '''2H''' and '''most j.2H''' are type A1*.
If two opponents are in range of your attack, they are hit on the same frame.
<br style="clear:both;"/>


* '''Most j.H''' are type B1*.
==Cinematic Attacks==
A lot of moves will change their properties depending if they whiff, are blocked, or hit. These changes can only be triggered by the your point character, upon hitting the opponent's point character, and must either start or be done inside a combo:
;Enabling or disabling specific followups
:Ex: All 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.
;Automatic followups
:Automatically perform extra attacks, these attacks are still cancelable.
:Ex: 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 the effect of the move does the instance it lands.
:During a cinematic, both players become invulnerable to all other attacks, and the animation cannot be canceled until after it's finished.
:Ex: Frieza's 5LLL, on a cinematic hit will do 1000 damage companioned by an explosion attack, but upon hitting Z Assist it will only do 400 damage and merely knock them away.
All three of these properties aren't mutually exclusive, going back to Cell's Perfect Attack, the M version on block or 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.


* '''Specials''' can vary from all types of Smash and conditions, however...
===Smash!===
[[File:DBFZ_CinematicSmash.png|thumb|250px|A change in camera angle indicates Smash has just been used]]
Cinematic version of attacks typically triggers immediately on hit and have higher damage or stronger properties, with some cinematics having stricter trigger conditions like only triggering on air-to-air, having to be canceled into from another move, etc.


* '''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.
During a combo, the game will keep track of which types of cinematic you've used and either enable or disable other cinematics from triggering. This is colloquially known as the "Smash!" system and is the meat of DBFZ combo structure.


* 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.
There are two main types of cinematic attacks, usually distinguished by their common effects:
*'''Type U:''' Knocks the opponent up into the air or sideways into a wall bounce.
*'''Type D:''' Sends the opponent down into a sliding knockdown.
On top of different types, each Smash! attack can also be described as having 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! property, there are attacks that have more than one Smash! and will use the corresponding one depending on the conditions.


* '''Dragon Rush''' that starts a combo is type A*. Mid-combo Dragon Rush does not consume Smash, even aerial Dragon Rush which causes a SKD.
;Smash! Subset
While type U and D don't interfere with one another, type U+ and D+ do. After hitting the opponent with a type U+ Smash! that's the first U Smash! of the combo, any following D+ attack will trigger their Smash! so as long as you don't re-enter neutral stance on the ground. Meaning:
:*If you're grounded, you must cancel the U+ Smash! move's recovery frames with another action, such as Super Dash.
:*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 canceled into something else.


* '''Vanish''' is type A2, with the special trigger condition of cancelling from another attack.
;Smash! Consumption
Using a type U Smash! move will prevent further U1 Smash!, and vice versa with type D 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.


* '''Sparking''' does ''not'' consume Smash.
Despite this, there are attacks that block Smash! usage despite not having a Smash! version. The most common instances of this are attacks that "consume" U1 Smash!, 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.


* '''Guard Cancel''' doesn't have a Smash version, but will consume both A and B Smash, ''and'' Vanish' Smash on hit.
==Hit Effects==
;Bounce Effects
:There are various types of bounce effects: ground bounce, wall bounce, and corner bounce.
*Ground bounce is a hit state where you get hit to the ground and then rebound off it, floating up into the air. The amount bounced varies by move and can also vary based on starting height.
*Wall bounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit.
*Wall splat is similar to wall bounce, with the exception that instead of bouncing all of the way back out, they drop in place after hitting the wall, usually meaning followups are only possible if you were already in the corner.
*Corner bounce/corner splat is when you're blown back into and then rebound only off of the corner of the field.
:While ground bounce, corner bounce and corner splat can affect Z Assists, wall bounce and wall splat cannot, even if they're put against the corner.
:In most cases, a move's untechable time indicates the total amount of time the opponent can stay in the air. This means the higher you are from the ground or the further away from the wall/corner, the less time you have for any followup combos, as more of the untechable time is wasted on the opponent traveling to these surfaces and bouncing back.


* '''Super Attacks''' vary from different Smash types, but similar to Guard Cancel, they also consume A, B and Vanish' Smash on hit.
;Knockdowns
:There are three types of knockdowns:
*Soft knockdown: The opponent is able to perform a ground recovery 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", it means it has long enough untechable time to force the opponent back on the ground.
*Sliding knockdown: After touching the ground, the opponent will suffer a second untechable time where they're only vulnerable to Off The Ground attacks. Afterward, they will be able to perfrom ground recovery, but cannot combine delayed recovery with any other recovery options like they can with a soft knockdown.
*Hard knockdown: Completely disables any recovery options after landing and is forced to stand up. This type of knockdown only comes from Meteor Attacks.


More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.
;Crumple
:Crumple is a type of hit state where the character is stunned and slowly falls to the ground. Immediately after being put into crumple, the character is considered standing. After falling forward to the ground, they cannot delay the recovery and are forced to ground recovery immediately.


===Dynamic!===
== Frame Advantage ==
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.
Frame advantage is the concept of who is free to act first after an interaction.


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.
This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? Frame advantage has the answer! A negative value means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other.  
* Ex: Frame Advantage -5 means the defender is free to move 5 frames before the attacker.
* Ex: Frame Advantage +2 means the attacker can move 2 frames before the defender.


===Type B* Smash!===
Each character's full frame data page shows both the frame advantage when an attack is blocked. Air attacks don't have frame advantage listed since that value is heavily influenced by when the attacker lands after an attack.
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.
Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.


*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.
For more information on using frame data see [[Using Frame Data|here]].


*And finally, if you're airborne, you mustn't land. Though certain special moves that teleport you back to the ground are still OK.
==Hitstop==
When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as '''hitstop''' and can vary in duration, like SS Goku's 5L compared to his Dragon Flash Fist (236X). Hitstop helps with combo consistency because you can [[Buffering|buffer]] commands like special cancels during hitstop and it will be executed immediately after hitstop ends.


If a combo meets all of these conditions, even if it becomes invalid at any point, it's guaranteed to get a sliding knockdown.
Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.


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.]
Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Goku's projectile hits the opponent, Goku does not experience hitstop, only the projectile and the opponent do. From Goku's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!


===Anti-Air!===
;Uneven Hitstop
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.
When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, and on the attacker vs defender.


Not to be confused with the term anti-air, as some attacks without any invulnerability can also be used for anti-airing.
;Armor and Parry Stances
Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat [[Safe Jump|safe jumps]]; they force the attacker into enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard!


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.
Jiren's H Shock Tornado (214H) is an example of this.


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.
;Projectiles
As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!


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.
;Miscellaneous Hitstop Notes
:;Amount of Hitstop
::The amount of hitstop an attack deals depends on its [[#Attack Level|attack level]], but certain attacks can override these default values.
:;Getting Hit While in Hitstop
::Hitstop does not confer any invincibility - your state carries over from what you were doing before. If you were invincible/hitstun/blockstun before hitstop, then you will still be in that state during hitstop. If you are hit while in hitstop, then the previous hitstop ends and the new hitstop begins.
:;Hitting Assist Characters
::You and the assist will experience severely reduced hitstop.
:;Projectiles where the Attacker Also Experiences Hitstop
::While very rare, some projectiles (like Gogeta's 5S) don't behave like normal projectiles and also put the attacker into hitstop


===Wall Bounce===
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.
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.
===Ground Bounce===
While rare in Dragon Ball FighterZ, certain moves have the ability to bounce your opponent off the ground, allowing for potential followups.
Ground bounces function very similarly to wall bounces with a few key differences:
* 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.
* 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.
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.
===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
|-
|}


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Latest revision as of 09:04, 13 January 2023

Attack Attributes

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

Physical Attribute

Physical attribute in this game are broken up into 2 groups: head and body. As a rule of thumb, standing and crouching attacks are body, while 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
Strike attacks are the most common in the game, with each having a clash level. Attacks of the same clash level will clash with each one other. Strikes of different clash levels won't clash, but in situations where they would trade, the strike with higher clash level will gain full invulnerability for as long as their hitboxes and hurtboxes overlap, effectively winning the exchange.
Clash level is often identical to the attack's attack level. Unique clash level will be noted in characters' full frame data.
Throw and Hit Grab
Throws are attacks that can not be blocked but have some restrictions such as not being able to hit crouching or airborne opponents, while hit grabs are strikes with a special attack animation that plays out on hit.
Throws and hit grabs share a unique "clash level": they cannot clash, and will always win against strikes on trades. If two throws/hit grabs trade, the character that landed the last attack (blocked or hit) will win the exchange.
Throws can not hit assist characters and on hit cause both the attacker and defender to become temporarily invulnerable to other attacks while the attack animations play out.

Projectile Attribute

Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 5 hit projectile will become a 4 hit projectile, and a 1 hit projectile will disappear). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.

Projectiles will have their hitboxes disable for the frame that they clash, even if they have different durability levels.

In DBFZ, projectiles of same durability will often extend their own active frames on clash to ensure that they'll cancel each other out. Such as Goku (Super Saiyan)'s Super Kamehameha (10 hits) will always cancel out with Vegeta (Super Saiyan)'s Big Bang Attack (1 hit).

Projectiles cannot clash with strikes or throws.

The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show P2.

Ki Blast
Ki Blast is an extra property of some projectiles with a few unique traits:
  • Certain moves will have guard point specifically against Ki Blasts, notably Super Dash
  • Ki Blast's blockstun is cancelable into Reflect or Super Dash, but not their blockstop
If a Ki Blast connects exactly 1f after the opponent escapes from another blockstun, its blockstun won't be cancelable.
Assist Characters
Z Assists and various attacks like Android 18's Support Attack also have their own physical and projectile attributes, however certain moves with guard point will treat these attacks as projectiles, disregarding their actual attributes.

Attribute Invulnerability

Don't worry. He's attribute invulnerable to Buu's attack, as indicated by the blue circle
Some attacks are invulnerable or automatically guard against certain attributes. For example, all 2H have head attribute invulnerability, so it functions very well as an anti-air since most jumping attacks, air specials, etc. are considered head attribute.
Attacks with attribute invulnerability are usually only invulnerable for a certain number of frames, meaning you can hit them before or after the attribute invulnerability window. This is especially important with regard to anti-air attacks: anti-airs often have a bit of startup before they gain their head attribute invulnerability frames, so a jump attack that's already active will counter hit an opponent for attempting to anti-air too late.
Guard Point and Armor
Guard point (also known as autoguard) allows attacks to automatically guard against other attacks, while armor allows you to take the hit while still carrying through the attack. As a rule of thumb, guard point and armor are weaker than invulnerability because an attack that hits guard point/armor is considered "blocked" and the attacker retains all "cancel on block" options.
Most of the time, these attacks only have guard point/armor against certain types of attacks. For example, Android 16's 5H only has armor against mid and high strikes, but not lows.


Attack Level

Attack level determine a standardized amount of hitstun, blockstun, pushback, etc. an attack will have. As a general rule, attacks with the same Attack Level share the same sound effects and graphical effects.

There are numerous exceptions that override these default values and even have extra properties like knocking the enemy into the air, wallbounce, groundbounce, etc. These will be noted in the frame data.

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
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun


Counter Hit

A counter hit typically occurs when you hit an opponent who is in the startup of their attack. On hit, the announcer will say "Counter" along with a HUD message, the attacker will gain 50% more Ki on that attack only, and there is no additional benefit to counter hits compared to normal hits.

All attacks are in counter hit state during their startup and active frames only, but there are some exceptions with counter hit state during their recoveries.

Hitting Two Opponents With the Same Attack

Beerus and Android 18 getting hit by Cell's 2M

An 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 can not hit them again. However, if there is a second hittable character, then the remaining active frames can still hit them!

This leads to strange situations like harder conversions during a Happy Birthday combo (a combo that hits more than one opponent at the same time), an attack can hit the main character, then a moment later, the second character who is slightly behind gets hit by the remaining active frames. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!

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.

If two opponents are in range of your attack, they are hit on the same frame.

Cinematic Attacks

A lot of moves will change their properties depending if they whiff, are blocked, or hit. These changes can only be triggered by the your point character, upon hitting the opponent's point character, and must either start or be done inside a combo:

Enabling or disabling specific followups
Ex: All 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.
Automatic followups
Automatically perform extra attacks, these attacks are still cancelable.
Ex: 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 the effect of the move does the instance it lands.
During a cinematic, both players become invulnerable to all other attacks, and the animation cannot be canceled until after it's finished.
Ex: Frieza's 5LLL, on a cinematic hit will do 1000 damage companioned by an explosion attack, but upon hitting Z Assist it will only do 400 damage and merely knock them away.

All three of these properties aren't mutually exclusive, going back to Cell's Perfect Attack, the M version on block or 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!

A change in camera angle indicates Smash has just been used

Cinematic version of attacks typically triggers immediately on hit and have higher damage or stronger properties, with some cinematics having stricter trigger conditions like only triggering on air-to-air, having to be canceled into from another move, etc.

During a combo, the game will keep track of which types of cinematic you've used and either enable or disable other cinematics from triggering. This is colloquially known as the "Smash!" system and is the meat of DBFZ combo structure.

There are two main types of cinematic attacks, usually distinguished by their common effects:

  • Type U: Knocks the opponent up into the air or sideways into a wall bounce.
  • Type D: Sends the opponent down into a sliding knockdown.

On top of different types, each Smash! attack can also be described as having 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! property, there are attacks that have more than one Smash! and will use the corresponding one depending on the conditions.

Smash! Subset

While type U and D don't interfere with one another, type U+ and D+ do. After hitting the opponent with a type U+ Smash! that's the first U Smash! of the combo, any following D+ attack will trigger their Smash! so as long as you don't re-enter neutral stance on the ground. Meaning:

  • If you're grounded, you must cancel the U+ Smash! move's recovery frames with another action, such as Super Dash.
  • 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 canceled into something else.
Smash! Consumption

Using a type U Smash! move will prevent further U1 Smash!, and vice versa with type D 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! usage despite not having a Smash! version. The most common instances of this are attacks that "consume" U1 Smash!, 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.

Hit Effects

Bounce Effects
There are various types of bounce effects: ground bounce, wall bounce, and corner bounce.
  • Ground bounce is a hit state where you get hit to the ground and then rebound off it, floating up into the air. The amount bounced varies by move and can also vary based on starting height.
  • Wall bounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit.
  • Wall splat is similar to wall bounce, with the exception that instead of bouncing all of the way back out, they drop in place after hitting the wall, usually meaning followups are only possible if you were already in the corner.
  • Corner bounce/corner splat is when you're blown back into and then rebound only off of the corner of the field.
While ground bounce, corner bounce and corner splat can affect Z Assists, wall bounce and wall splat cannot, even if they're put against the corner.
In most cases, a move's untechable time indicates the total amount of time the opponent can stay in the air. This means the higher you are from the ground or the further away from the wall/corner, the less time you have for any followup combos, as more of the untechable time is wasted on the opponent traveling to these surfaces and bouncing back.
Knockdowns
There are three types of knockdowns:
  • Soft knockdown: The opponent is able to perform a ground recovery 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", it means it has long enough untechable time to force the opponent back on the ground.
  • Sliding knockdown: After touching the ground, the opponent will suffer a second untechable time where they're only vulnerable to Off The Ground attacks. Afterward, they will be able to perfrom ground recovery, but cannot combine delayed recovery with any other recovery options like they can with a soft knockdown.
  • Hard knockdown: Completely disables any recovery options after landing and is forced to stand up. This type of knockdown only comes from Meteor Attacks.
Crumple
Crumple is a type of hit state where the character is stunned and slowly falls to the ground. Immediately after being put into crumple, the character is considered standing. After falling forward to the ground, they cannot delay the recovery and are forced to ground recovery immediately.

Frame Advantage

Frame advantage is the concept of who is free to act first after an interaction.

This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? Frame advantage has the answer! A negative value means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other.

  • Ex: Frame Advantage -5 means the defender is free to move 5 frames before the attacker.
  • Ex: Frame Advantage +2 means the attacker can move 2 frames before the defender.

Each character's full frame data page shows both the frame advantage when an attack is blocked. Air attacks don't have frame advantage listed since that value is heavily influenced by when the attacker lands after an attack.

Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

For more information on using frame data see here.

Hitstop

When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like SS Goku's 5L compared to his Dragon Flash Fist (236X). Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends.

Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.

Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Goku's projectile hits the opponent, Goku does not experience hitstop, only the projectile and the opponent do. From Goku's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!

Uneven Hitstop

When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, and on the attacker vs defender.

Armor and Parry Stances

Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat safe jumps; they force the attacker into enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard!

Jiren's H Shock Tornado (214H) is an example of this.

Projectiles

As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!

Miscellaneous Hitstop Notes
Amount of Hitstop
The amount of hitstop an attack deals depends on its attack level, but certain attacks can override these default values.
Getting Hit While in Hitstop
Hitstop does not confer any invincibility - your state carries over from what you were doing before. If you were invincible/hitstun/blockstun before hitstop, then you will still be in that state during hitstop. If you are hit while in hitstop, then the previous hitstop ends and the new hitstop begins.
Hitting Assist Characters
You and the assist will experience severely reduced hitstop.
Projectiles where the Attacker Also Experiences Hitstop
While very rare, some projectiles (like Gogeta's 5S) don't behave like normal projectiles and also put the attacker into hitstop


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