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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===
:Like most Arc System Works titles, strike attributes in this game are broken up into three groups: '''head''', '''body''' and '''foot'''. As a rule of thumb, standing attacks are body, crouching attacks are foot and jumping/airborne attacks are head, but that is not always the case. Note that attack attribute is completely independent of how the attack must be blocked.
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 only [[DBFZ/Movement#Cancels|clash]] with each other. With a few notable strikes that look like they should be projectiles like Hit's Time Release and Jiren's Infinity Rush.
;Projectile Attribute
:Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.
:Projectiles cannot clash with strikes or throws.
:There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.
:;Level 1 (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 move projectiles fall into this category, like Goku's Kamehameha, Gohan's Masenko, and Tien's Dodon Ray.
::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.
:The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show '''P2'''.
;Throw Attribute
:Throws cannot be blocked or Z Reflected, but they will not work against opponents who are in blockstun.
:Only Dragon Rushes can clash against one another. When 2 throws hit on the same frame, they will both whiff.


===Attribute Invincibility===
;Strike
[[File:DBFZ_AttributeInvincible.png|thumb|250px|A blue circle appears when you are attribute invincible to an attack]]
: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.
: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.
: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 head and body strikes.
;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.


==Attack Level==
Projectiles will have their hitboxes disable for the frame that they clash, even if they have different durability levels.
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.
{{#lsth:DBFZ/Frame Data|Attack Level}}


==Counter Hit==
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).
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==
Projectiles cannot clash with strikes or throws.
[[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!
The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show '''P2'''.


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.  
;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.


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.
;Assist Characters
<br clear=all/>
: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.


==Cinematic Attacks==
===Attribute Invulnerability===
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.
[[File:DBFZ_AttributeInvincible.png|thumb|350px|Don't worry. He's attribute invulnerable to Buu's attack, as indicated by the blue circle]]
;Enabling or disabling specific followups
: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.
:Example: j.L, on air-to-air hit it will enable j.LL. Majin Buu's Dive Bomb will only trigger its ground splash part of the move if the dive part whiffs.
: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.
;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 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.
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 lands it '''can''' be a cinematic one.


==Smash==
;Guard Point and Armor
The name comes from the "Smash!" prompt that appears on hit with 5LLL, 5H, 2H, j.H and j.2H.
: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;"/>


Cinematic versions of moves usually have higher damage, does more hitstun and have better properties, but they often only triggers on the first time that move lands in the combo, with some moves having stricter trigger conditions like only triggering at close range, having to be cancelled into from another move, etc. However, even when cinematic does play out, the move's property can still be different! The Smash system is responsible for this.
==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 2 types of Smash:
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}}


'''Type U:''' These usually knock the opponent up into the air or sideways into a wall bounce.
==Counter Hit==
:'''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.
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.


'''Type D:''' These usually send the opponent down and are accompanied with sliding knockdowns.
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.
:'''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 version also have limited number of times they can trigger per combo:
==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.


'''1.''' Only triggers if no Smash of the same type has been used.
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!


'''2.''' Triggers even if the same type has been used, but only once.
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!


'''3.''' Always triggers.
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.


Here are some run downs on typical Smash attacks:
If two opponents are in range of your attack, they are hit on the same frame.
<br style="clear:both;"/>


* '''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.
==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.


* '''5H''' and '''some j.2H''' are type U1.
===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.


* '''2H''' and '''most j.2H''' are type U1+.
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.


* '''Most j.H''' are type D1+.
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.


* '''Special Moves''' can vary from all types of Smash. They can even have both types and will use the corresponding one depending on which Smash has already been used.
;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 U2. Despite this, Vanish' Smash can be taken away through other methods.
;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.


* '''Dragon Rush''' is type U+ if landed raw, but "consumes" type UDV if performed mid-combo. This means it'll block further usage of U1 Smash, D1 Smash and the U2 Smash of Vanish, but not for other type 2 and 3.
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 trigger cinematic but consumes UDV Smash.
==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.


* '''Sparking Blast''' does ''not'' consume Smash.
;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.


* '''Super and Meteor Attacks''' vary from different Smash types, but they all consume UDV Smash.
;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.


More information on this is described in the [[DBFZ/Damage#Combo_System|Combo System]] section, and on individual character pages.
== Frame Advantage ==
Frame advantage is the concept of who is free to act first after an interaction.


====Type D+ Smash====
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.
The in-depth conditions to get Smash property for type D+ moves are as follows:
* 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.


*The opponent must be hit with a type U+ Smash that still has its "launching" property.
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.


*Afterward, you're not allowed to re-enter neutral state on the ground. Meaning:
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 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.
 
===Dynamic===
Unlike the typical D+ j.H with sliding knockdown, every character also has a "Dynamic" version of j.H that still consumes D 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 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 [[DBFZ/Gauges#Dragon Balls|Dragon Ball]] and is the only way to summon Shenron. Dynamic j.LLL also typically causes a soft knockdown mid-screen and a decently big corner bounce. The wall bounce can be put to use outside of the corner by tagging another character in right after j.LLL, which pulls the "wall" back, causing a wall bounce instead of a soft knockdown. The tagged in character can then continue the combo, this means the player can guarantee a Dragon Ball without sacrificing too much damage.
 
==Hit Effects==
===Wall and Ground Bounce===
Certain moves have rather long untechable time, and will have bonus properties and a second untechable time if the opponent touches a surface before getting hit again, this second untech time is not affected by hitstun decay. One type causes the opponent to "bounce" back at you allowing for combo extension, the other type will cause some form of knockdown, allowing for okizeme.


Generally, wall bounce only comes from type U Smash moves, with the prime examples being 5H and Vanish, while ground bounce can come from all source of attacks. Bounce effects can also be combined with knockdown effects, meaning a move can cause both a ground bounce and a sliding knockdown.
For more information on using frame data see [[Using Frame Data|here]].


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.
==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.


Another variation of wall bounce is corner bounce, which "only" causes a wall bounce in the corner. Technically these moves do cause wall bounce everywhere on screen, but the knockback isn't strong enough for the opponent to reach the current wall. Like stated in the Dynamic! j.H section, one can "cheat the system" by tagging a teammate in to "pull" the wall back, allowing for the wall bounce to trigger, but it's generally not possible to do this with special moves.
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.


===Knockdowns===
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!
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 do on a soft knockdown. This type usually comes from type D Smash moves and Super Attacks.
;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.


* '''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.
;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!


Since they're so often associated with D Smash, it's easy to think that each combo only have one sliding knockdown, before it is "consumed." But there are no limit to how many "sliding knockdowns" one can land in a single combo.
Jiren's H Shock Tornado (214H) is an example of this.


===Off The Ground (OTG)===
;Projectiles
While rare, some moves can hit the opponent during their sliding knockdown state.
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!


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.
;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


Vegeta's "I have no use for Saiyans that can't move" is currently the only special move that can do this.


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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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