DBFZ/Beerus/Frame Data

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System Data[edit]


Normal Attacks[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5% - - B All - 6 3 12 -3 1 - - - -
5LL 700 7% - - B All - 9 3 18 -5 2 - - - -
5LLL 1000 12% - - B All U3+ 32 [5] 2 19 -5 4 - - - -
5M 700 7% - - B All - 11 4 17 -5 2 - - - -
5H 850 / 1000 12% - - B All U1 13 5 17 -6 4 - - - -
5S 500 6% - - P1 All - 13 - Total 35 -2 - - - - -
2L 400 5% - - F Low - 7 3 12 -3 1 - - - -
2M 700 7% - - F Low - 13~24 5 27 -9 2 - - - -
2H 850 / 1000 12% - - B All U1+ 13 3 27 -14 4 - - - 4-15 Head
2S 500 [700] 6% - - P1 All - 15 - Total 37 -2 - - - - -
6M 850 12% - - B High - 24 6 4+6L ±0 3 15 18 23 -
j.L 400 5% - - H High - 7 3 12 - 1 - - - -
j.M 700 7% - - H High - 9 3 15 - 2 - - - -
5LLLLLLL 850 / 1000 12% - - H High D2+ 13 3 21 - 3 - - - -
j.H 850 / 1000 12% - - H High D1+ 13 3 21 - 3 - - - -
j.S 330*2 [330*4] 6%*2 [6%*4] - - P1 All - 13 - Total 51+7L - - - - - -
j.2H 850 12% - - H All U1 15 8 22 - 3 - - - -

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Sphere of Destruction
236L 500 [700], 700 7%, 12% - - P1, B All - 11 - - -2 - - - - -
  • Projectile spawns on frame 11
236[L] 500 [700] 7% - - P1 All - 11 - Total 33 -2 - - - - -
236M 500 [700], 800 7%, 12% - - P1, B All U1+ 11 - - -16 - - - - -
  • Projectile spawns on frame 11
236[M] 500 [700] 7% - - P1 All - 11 - Total 33 -2 - - - - -
236H 500*2 [700*2], 900 -50% - - P1*2, B All U1+ 11 - - +2 - - - - -
  • Projectiles spawn on frame 11 (lower) and 12 (upper)
  • Launches both projectiles
236[H] 500*2 [700*2] -50% - - P1 All - 11 - Total 33 -1 - - - - -
236H[2] 500*2 [700*2], 800 -50% - - P1*2, B All U1+ 11 - - +6 - - - - -
  • Only launches lower projectile
236H[8] 500*2 [700*2], 1000 -50% - - P1*2, B All U1+ 11 - - -13 - - - - -
  • Only launches upper projectile
j.236L 500 [700], 700 7%, 12% - - P1, H All - 11 - - - - - - - -
  • Projectile spawns on frame 11
j.236[L] 500 [700] 7% - - P1 All - 11 - Total 33 - - - - - -
j.236M 500 [700], 800 7%, 12% - - P1, H All U1+ 11 - - - - - - - -
  • Projectile spawns on frame 11
j.236[M] 500 [700] 7% - - P1 All - 11 - Total 33 - - - - - -
j.236H 500*2 [700*2], 900 -50% - - P1*2, H All U1+ 11 - - - - - - - -
  • Projectiles spawn on frame 11 (lower) and 12 (upper)
  • Launches both projectiles
j.236[H] 500*2 [700*2] -50% - - P1 All - 11 - Total 33 - - - - - -
j.236H[2] 500*2 [700*2], 800 -50% - - P1*2, B All U1+ 11 - - - - - - - -
  • Only launches lower projectile
j.236H[8] 500*2 [700*2], 1000 -50% - - P1*2, B All U1+ 11 - - -17 - - - - -
  • Only launches upper projectile
God of Destruction's Rampage
214L 500, 550 6%*2 - - H All - 15 - - -5 - - - - -
214M 500, 900 6%*2 - - H All D1 17 - - -5 - - - - -
214H 500, 1250 -50% - - H All D1 17 - - -5 - - - - -
j.214L 500, 500 6%*2 - - H All - 14 - - -5 - - - - -
j.214M 500, 750 6%*2 - - H All D1 17 - - -5 - - - - -
j.214H 500, 1000 -50% - - H All D1 14 - - -5 - - - - -
Spheres of Destruction
236S 500*6 [700*6] 7%*6 - - P1 All - 34 - Total 60 -4 - - - - -
God of Destruction's Wrath
214S 400*10 12%*10 - - P1 All - 9 - Total 72 -30 - - - - 1-13 All, 14-33 Guard
  • Damage and advantage on block vary with position
j.214S 400*10 12%*10 - - P1 All - 9 - Total 68+10L - - - - - 1-13 All, 14-33 Guard
  • Damage and advantage on block vary with position

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A 500 [700], 450 0% - - P1, B All - 20, 41 - - +29 - - - - -
  • Projectile spawn on frame 28
Assist B 400, 600 0% - - - All - 36 - - +34 - - - - -
Assist C 200*10, 1000 0% - - - All - 44 [19] - - +28 - 16 - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Beerus Ball
236L+M
or 236H+S
100*15, 1200 -100% - - P3 All UDV 11+4 - Total 65 -19 - - - - 11-23 All
  • Can cancel into Beerus Ball Of Destruction from frame 24 until the last active frame or the 6th frame after the Ball leaves the screen
j.236L+M
or j.236H+S
100*15, 1200 -100% - - P3 All UDV 11+4 - Total 63 - - - - - 11-23 All
  • Can cancel into Beerus Ball Of Destruction from frame 24 until the last active frame or the 6th frame after the Ball leaves the screen
Beerus Ball of Destruction
Beerus Ball > L/M/H/S 2000 -100% - - P3 All UDV 1+5 3 36 -19 - - - - 1-5 All
God of Destruction's Judgment
214L+M
or 214H+S
4800 -300% - - T Throw UDV 7+3 1 23 - - - - - 1-12 All

Sources[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in DBFZ/Beerus/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.


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