DBFZ/Beerus/Frame Data

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System Data

Health:

Prejump:

Assist Cooldown:


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400 All - 6 3 12 -3 - 700 All - 11 3 18 -5 - 1000 All - 32 2 19 -5 - 400 Low - 7 3 12 -3 - 700 All - 12 4 17 -5 - 700 Low - 13-24 5 27 -16 - 850 High - 24 6 10 0 - 850 All - 15 5 17 -6 - 850 All - 13 3 27 -14 - 500 All - 13 0 21 -2 - 400 All - 15 0 23 -2 - 400 High - 7 3 12 -1 - 700 High - 9 3 15 0 - 850 High - 13 3 21 -8 - 850 All - 15 8 22 -9 - 594-1023 (2-4 hits) All - 13 8-23 32 -7 -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Sphere of Destruction
400,700 All - 32 1 17 -2 - 400,700 All - 34 1 13 +2 - 400x2,700 All - 32 2 13 +1 - 400x2, 700 All - 32 2 12 +2 - 400x2, 700 All - 32 2 8 +6 - 400 All - 11 1 22 -2 - 400 All - 11 1 22 -2 - 400x2 All - 11 2 21 -1 - 400, 700 All - 27 1 21 -6 - 400, 700 All - 27 1 27 -12 - 400x2, 700 All - 28 2 20 -12 - 400 All - 11 1 22 -2 - 400 All - 11 1 22 -2 - 400x2 All - 11 2 21 -1 - God of Destruction's Rampage
500+450 All - 18 3+3 18 -5 - 550+495 All - 23 5+3 18 -5 - 700+630 All - 23 5+3 18 -5 - 500+450 All - 16 Until Landing, 3 18 -5 - 550+495 All - 19 Until Landing, 3 18 -5 - 700+630 All - 18 Until Landing, 3 18 -5 - Multi Cataclysmic Orbs
400x6* All - 37 6 27 -7 - God of Destruction's Wrath
400x10* All - 17 26 38 -35* 1-21 All 400x10* All - 17 26 32 -15* 1-21 All

Assist

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Sphere of Destruction
400, 700 All - 28, 49 4 31 - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Beerus Ball
2180 (16 hits) All - 11+4 variable 35 -19 - 2180 (16 hits) All - 11+4 variable 39 -17 - Beerus Ball of Destruction
2000 All - 1+5 3 36 -17 1-5 All God of Destruction's Judgement
4800 Throw - 7+3 1 23 - 1-12 All

Sources


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