DBFZ/Broly/Frame Data: Difference between revisions

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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
! colspan=16 style="background: white;"|Lariat Express
! colspan=14 style="background: white;"|Lariat Express
|-
|-
{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
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{{AttackVersion|name=236H|subtitle=}}
{{AttackVersion|name=236H|subtitle=}}
{{#lsth:DBFZ/Broly/Data|236H Full}}
{{#lsth:DBFZ/Broly/Data|236H Full}}
! colspan=16 style="background: white;"|Gigantic Claw
! colspan=14 style="background: white;"|Gigantic Claw
|-
|-
{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
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{{AttackVersion|name=214H|subtitle=}}
{{AttackVersion|name=214H|subtitle=}}
{{#lsth:DBFZ/Broly/Data|214H Full}}
{{#lsth:DBFZ/Broly/Data|214H Full}}
! colspan=16 style="background: white;"|Gigantic Strike
! colspan=14 style="background: white;"|Gigantic Strike
|-
|-
{{AttackVersion|name=j.214L|subtitle=}}
{{AttackVersion|name=j.214L|subtitle=}}
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{{AttackVersion|name=j.214H|subtitle=}}
{{AttackVersion|name=j.214H|subtitle=}}
{{#lsth:DBFZ/Broly/Data|j.214H Full}}
{{#lsth:DBFZ/Broly/Data|j.214H Full}}
! colspan=16 style="background: white;"|Eraster Blow
! colspan=14 style="background: white;"|Eraster Blow
|-
|-
{{AttackVersion|name=236S|subtitle=|rowspan=2}}
{{AttackVersion|name=236S|subtitle=|rowspan=2}}
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{{Description|14|text=[] = projectile
{{Description|14|text=[] = projectile
  }}
  }}
! colspan=16 style="background: white;"|Powered Shell
! colspan=14 style="background: white;"|Powered Shell
|-
|-
{{AttackVersion|name=214S|subtitle=}}
{{AttackVersion|name=214S|subtitle=}}
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
! colspan=16 style="background: white;"|Eraser Blow
! colspan=14 style="background: white;"|Eraser Blow
|-
|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
! colspan=16 style="background: white;"|Eraser Cannon
! colspan=14 style="background: white;"|Eraser Cannon
|-
|-
{{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}}
{{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}}
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{{Description|14|text=[] = close hit
{{Description|14|text=[] = close hit
  }}
  }}
! colspan=16 style="background: white;"|Gigantic Meteor
! colspan=14 style="background: white;"|Gigantic Meteor
|-
|-
{{AttackVersion|name=214LM|subtitle=}}
{{AttackVersion|name=214LM|subtitle=}}

Revision as of 23:07, 26 February 2019

System Data


Normal 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.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H
j.S

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.
Lariat Express
236L
236M
236H Gigantic Claw
214L
214M
214H Gigantic Strike
j.214L
j.214M
j.214H Eraster Blow
236S

[] = projectile

Powered Shell
214S
j.214S

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.
Eraser Blow
A1/A2

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.
Eraser Cannon
236LM
or 236HS

[] = close hit

Gigantic Meteor
214LM
j.214LM
214HS
j.214HS

Sources

Navigation

To edit frame data, edit values in DBFZ/Broly/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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