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DBFZ/Beerus/Frame Data
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Beerus
Revision as of 23:11, 19 March 2018 by
Shtkn
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Attacks
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
-
7
3
12
-3
-
700
All
-
11
3
18
-5
-
1000
All
-
32
2
19
-5
-
400
Low
-
8
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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
6*+3
18
-5
-
550+495
All
-
19
6*+3
18
-5
-
700+630
All
-
18
6*+3
18
-5
-
Multi Cataclysmic Orbs
400x6*
All
-
37
6
27
-7
-
God of Destruction's Wrath
400x10*
All
-
17
26
38
-35*
21
400x10*
All
-
17
26
32
-15*
21
Assist
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
-
40
4
31
-
-
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Attacks
3
Special Moves
4
Assist
5
Super Moves
6
Sources