DBFZ/Broly/Frame Data

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System Data[edit]


Normal 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.
5L 500 7% - - B All - 7 3 15 -2 2 - 18 - -
5LL 700 7% - - B All - 10 4 14 -2 2 - 18 - -
5LLL 1000 12% - - T Throw U3+ 15 1 17 - - - Launch - -
5M 700 12% - - B All - 11 6 26 -11 3 - 18 - 9-16 Armor
5H 850[1150] / 1000[1300] 12% - - B All U1 16~30 3 24 -11 4 - - - 9-18~32 Armor
  • Active on frame 8 after releasing H
  • Values in [ ] are on full charge
5S 300*6 6%*6 - - P1 All - 13 - 24 -3 - - - - -
2L 500 7% - - B All - 8 3 15 -2 2 - 18 - -
2M 700 7% - - F Low - 13 2 19 -5 2 - - - 9-14 Armor
2H 850 / 1000 12% - - B All U1+ 15 3 24 -8 4 - - - 4-17 Head, 9-17 Armor
6M 850 12% - - B High - 24 6 4+6L ±0 3 15 18 23 -
j.L 500 7% - - H High - 7 4 - - 2 - 18 - -
j.M 700 7% - - H High - 10 4 - - 2 - 18 - 9-13 Armor
5LLLLLLL 850 / 1000 12% - - H High D1+ 12 4 - - 3 - 20 - 9-15 Armor
j.H 850 / 1000 12% - - H High D1+ 12 4 - - 3 - 20 - 9-15 Armor
j.S 400*4 6%*4 - - P1 All - 17 - Total 39+5L - - - - - -
j.2H 850 / 1000 12% - - H All D1 18 Until L - -7 ~ -11 3 - 20 - 9-20 Armor

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.
Lariat Express
236L 1000 12% - - B All - 13 6 24 -9 3 - - - 4-18 Armor
236M 1100 / 0,1250 12% / 15% - - B All U1+ 28 12 25 -9 3 - - - 4-39 Armor
236H 1200 / 0,1500 -50% - - B All U1+ 19 12 24 -9 3 - - - 4-30 Armor
Gigantic Claw
214L 1500 20% - - T Throw D2 17 1 23 - - - - - 4-17 Armor
214M 1500 20% - - T Throw U1+ 24 1 23 - - - - - 4-24 Armor
214H 1600 -50% - - T Throw U1+ 24 1 22 - - - - - 4-24 Armor
Gigantic Strike
j.214L 1800 25% - - T Throw - 12 5 - - - - - - 4-16 Armor
j.214M 1800 25% - - T Throw D2 16 7 - - - - - - 4-22 Armor
j.214H 2000 -50% - - T Throw D2 11 7 - - - - - - 4-17 Armor
Eraser Blow
236S 300,1200 / 0,1500 12% - - B, P2 All U1+ 20 1(2)X Total 50 -5 - - - - 4-28 Armor
Powered Shell
214S - - - - - - - 29 240 Total 40 - - - - - 29-268 Non-Super projectiles
j.214S - - - - - - - 29 240 Total 43 - - - - - 29-268 Non-Super projectiles

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 800 0% - - P2 All - 31 - - +21 - - - - Ki Blasts
Assist B 250*4 0% - - P1 All - 38 - - +44 - - - - -
Assist C 800, 400 0% - - B All - 46 [21] - - +29 - - - - Armor

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.
Eraser Cannon
236L+M 600, 2000 -100% - - B, P3 All UDV 9+4 - - - - - - - 4-24 Armor, 25-End Ki blasts
236H+S 2000 -100% - - P3 All UDV 13+4 - - - - - - - 4-23 Armor, 24-End Ki blasts
Gigantic Meteor
214L+M See below -300% - - P3 All UDV 9+3 - - - - - - - 1-18 All
j.214L+M See below -300% - - P3 All UDV 7+3 - - - - - - - 1-16 All
214H+S See below -300% - - P3 All UDV 9+15 - Total 68 - - - - - 1-11 All
j.214H+S See below -300% - - P3 All UDV 17+15 - Total 76 - - - - - 1-19 All
Gigantic Meteor damage
Hit Count Raw Minimum (L+M) Minimum (H+S)
1 4000 1680 1400
2 - 12 60*1-11, 4000 12*1-11, 1680 12*1-11, 1400
13 - 22 60*10, 40*2-11, 3400 12*10, 8*2-11, 1530 12*10, 8*2-11, 1224
23 - 32 60*10, 40*10, 20*2-11, 3200 12*10, 8*10, 4*2-11, 1536 12*10, 8*10, 4*2-11, 1248
33+ 60*10, 40*10, 20*10, 10*2+, 3100 12*10, 8*10, 4*10, 2*2+, 1519 12*10, 8*10, 4*10, 2*2+, 1209
DBFZ Broly MeteorDamage.png


Sources[edit]

Navigation[edit]


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System Explanations

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