DBFZ/Cell/Frame Data: Difference between revisions

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< DBFZ‎ | Cell
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Line 22: Line 22:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5L
  |version=5L
  |damage= 400|level= |attribute= Strike|guard= All
  |damage= 400|level= |attribute=Ground Strike|guard= All
  |startup= 6|active= 5|recovery= 12|frameAdv= -5
  |startup= 6|active= 5|recovery= 12|frameAdv= -5
  |blockstun=11 |groundHit= |aiHit=
  |blockstun=11 |groundHit= |aiHit=
Line 30: Line 30:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LL
  |version=5LL
  |damage= 700|level= |attribute= Strike|guard= All
  |damage= 700|level= |attribute= Ground Strike|guard= All
  |startup= 9|active= 9|recovery= 20|frameAdv= -5
  |startup= 9|active= 9|recovery= 20|frameAdv= -5
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 39: Line 39:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LLL
  |version=5LLL
  |damage= 1000|level= |attribute= Throw|guard= Throw
  |damage= 1000|level= |attribute=Ground Throw|guard= Throw
  |startup= 9|active= 3|recovery= 18|frameAdv=
  |startup= 9|active= 3|recovery= 18|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 46: Line 46:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=2L
  |version=2L
  |damage= 400|level= |attribute= Strike|guard= Low
  |damage= 400|level= |attribute= Ground Strike|guard= Low
  |startup= 7|active= 3|recovery= 12|frameAdv= -3
  |startup= 7|active= 3|recovery= 12|frameAdv= -3
  |blockstun=11 |groundHit= |aiHit=
  |blockstun=11 |groundHit= |aiHit=
Line 54: Line 54:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=5M
  |version=5M
  |damage= 700|level= |attribute= Strike|guard= All
  |damage= 700|level= |attribute= Ground Strike|guard= All
  |startup= 9|active= 3|recovery= 18|frameAdv= -5
  |startup= 9|active= 3|recovery= 18|frameAdv= -5
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 63: Line 63:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version= 2M
  |version= 2M
  |damage= 700|level= |attribute= Strike|guard= Low
  |damage= 700|level= |attribute= Ground Strike|guard= Low
  |startup= 12|active= 6|recovery= 18|frameAdv= -8
  |startup= 12|active= 6|recovery= 18|frameAdv= -8
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 70: Line 70:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=6M
  |version=6M
  |damage= 850|level= |attribute= Strike|guard= High
  |damage= 850|level= |attribute= Ground Strike|guard= High
  |startup= 24|active= 6|recovery= 10|frameAdv=0
  |startup= 24|active= 6|recovery= 10|frameAdv=0
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 78: Line 78:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5H
  |version=5H
  |damage= 850|level= |attribute= Strike|guard= All
  |damage= 850|level= |attribute= Ground Strike|guard= All
  |startup= 14|active= 3|recovery= 21|frameAdv= -8
  |startup= 14|active= 3|recovery= 21|frameAdv= -8
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 86: Line 86:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5[H]
  |version=5[H]
  |damage= 1150|level= |attribute= Strike|guard= All
  |damage= 1150|level= |attribute= Ground Strike|guard= All
  |startup= 30|active= 3|recovery= 21|frameAdv= -8
  |startup= 30|active= 3|recovery= 21|frameAdv= -8
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 94: Line 94:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=2H
  |version=2H
  |damage= 850|level= |attribute= Strike|guard= All
  |damage= 850|level= |attribute= Ground Strike|guard= All
  |startup= 13|active= 3|recovery= 31|frameAdv= -18
  |startup= 13|active= 3|recovery= 31|frameAdv= -18
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 102: Line 102:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=6H
  |version=6H
  |damage= 850|level= |attribute= Strike|guard= Low
  |damage= 850|level= |attribute= Ground Strike|guard= Low
  |startup= 13|active= 3|recovery= 18|frameAdv= -5
  |startup= 13|active= 3|recovery= 18|frameAdv= -5
  |blockstun=15 |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
Line 130: Line 130:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.L
  |version=j.L
  |damage= 400|level= |attribute= Strike|guard= High
  |damage= 400|level= |attribute= Air Strike|guard= High
  |startup= 6|active= 3|recovery= 17|frameAdv=-6
  |startup= 6|active= 3|recovery= 17|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 138: Line 138:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.M
  |version=j.M
  |damage= 700|level= |attribute= Strike|guard= High
  |damage= 700|level= |attribute=Air Strike|guard= High
  |startup= 9|active= 3|recovery= 17|frameAdv= -2
  |startup= 9|active= 3|recovery= 17|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 146: Line 146:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.H
  |version=j.H
  |damage= 850|level= |attribute= Strike|guard= High
  |damage= 850|level= |attribute= Air Strike|guard= High
  |startup= 13|active= 8|recovery= 22|frameAdv= -12
  |startup= 13|active= 8|recovery= 22|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 154: Line 154:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.2H
  |version=j.2H
  |damage= 850|level= |attribute= Strike|guard= All
  |damage= 850|level= |attribute= Air Strike|guard= All
  |startup= 15|active= 3|recovery= 19|frameAdv=-6
  |startup= 15|active= 3|recovery= 19|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 162: Line 162:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.S
  |version=j.S
  |damage= 650, 600|level= |attribute= Strike, Projectile Lvl 1|guard= All
  |damage= 650, 600|level= |attribute= Air Strike, Projectile Lvl 1|guard= All
  |startup= 17|active= 2|recovery= 45|frameAdv= -29, -3
  |startup= 17|active= 2|recovery= 45|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=Ground projectile starts on frame 19 and advances for up to frame 41
  |description=*Ground projectile starts on frame 19 and has active frames 3(2)3(2)3(2)3(2)3
  }}
  }}
|}
|}
Line 180: Line 180:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.2M
  |version=j.2M
  |damage= 900|level= |attribute= Strike|guard=High
  |damage= 900|level=2 |attribute=Air Strike|guard=High
  |startup= 33|active= 3|recovery= 16|frameAdv=-3
  |startup= 33|active= 3|recovery=30|frameAdv=-3
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul=8-15 All |hitbox=
  |description=Teleport+invuln on frames 8-15
  |description=*Teleport+invuln on frames 8-15
*Frame advantage listed is when opponent standing blocks the attack
  }}
  }}
! colspan=16 style="background: white;"|Rolling Crush
! colspan=16 style="background: white;"|Rolling Crush
Line 190: Line 191:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236L
  |version=236L
  |damage= 1000 (5 hits)|level= |attribute=Strike |guard=Allx4, Highx1
  |damage=100*4, 700|level=2*4, 3 |attribute=Ground Strike |guard=Allx4, Highx1
  |startup= 8,9|active= 8,3|recovery= 15|frameAdv= -2
  |startup= 8|active= 2,2,2,2(8)3|recovery= 15|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun=15*5 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 198: Line 199:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236M
  |version=236M
  |damage= 1180 (5 hits)|level= |attribute=Strike |guard=Allx4, Highx1
  |damage= 100*4, 900|level=2*4, 3 |attribute=Ground Strike |guard=Allx4, Highx1
  |startup= 14,9|active= 8,3|recovery= 15|frameAdv= -2
  |startup= 14|active=2,2,2,2(8)3|recovery= 15|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun=15*5 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 206: Line 207:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236H
  |version=236H
  |damage= 1270 (5 hits)|level= |attribute=Strike |guard=Allx4, Highx1
  |damage= 100*4, 1000|level=2*4, 3 |attribute=Ground Strike |guard=Allx4, Highx1
  |startup= 10,9|active= 8,3|recovery= 15|frameAdv= -2
  |startup= 10|active=2,2,2,2(8)3|recovery= 15|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun=15*5 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 216: Line 217:
  |damage= 820 (4 hits)|level= |attribute=Strike |guard=Allx3, Highx1
  |damage= 820 (4 hits)|level= |attribute=Strike |guard=Allx3, Highx1
  |startup= 10,10|active= (variable),3|recovery= 15|frameAdv= -2
  |startup= 10,10|active= (variable),3|recovery= 15|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun=15* |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=Roll active frames last until Cell lands
  |description=Roll active frames last until Cell lands

Revision as of 23:52, 20 March 2018

System Data

Health: 10,000

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 5 12 -5 - 700 All - 9 9 20 -5 - 1000 Throw - 9 3 18 - - 400 Low - 7 3 12 -3 - 700 All - 9 3 18 -5 - 700 Low - 12 6 18 -8 - 850 High - 24 6 10 0 - 850 All - 14 3 21 -8 - 1150 All - 30 3 21 -8 - 850 All - 13 3 31 -18 4-15 Air Strike 850 Low - 13 3 18 -5 - 300 per shot All - 16 - 24 -4 - 1000 (3 hits) All - 18 24 15 +2 - 400 High - 6 3 17 - - 700 High - 9 3 17 - - 850 High - 13 8 22 - - 850 All - 15 3 19 - - 650, 600 All - 17 2 45 - -

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.
Hell Strike
900 High - 33 3 30 -3 8-15 All Rolling Crush
100*4, 700 Allx4, Highx1 - 8 2,2,2,2(8)3 15 -2 - 100*4, 900 Allx4, Highx1 - 14 2,2,2,2(8)3 15 -2 - 100*4, 1000 Allx4, Highx1 - 10 2,2,2,2(8)3 15 -2 - 820 (4 hits) Allx3, Highx1 - 10,10 (variable),3 15 -2 - 820 (4 hits) Allx3, Highx1 - 19,13 (variable), 3 15 -2 - 820 (4 hits) Allx3, Highx1 - 10,14 (variable), 3 15 -2 - Perfect Attack
1120 (3 hits) All - 12 3 30(whiff), 13(block) -2 - 1300 (3 hits) All - 12 3 36(whiff), 14(block) -3 - 1750 (3 hits) All - 12 3 32(whiff), 16(block) -1 - 950 (2 hits) All - 12 3 26 -13 - 950 (2 hits) All - 12 3 32(whiff), 26(block) -13 - 2210 (3 hits) All - 12 3 32(whiff), 16(block) -1 - Kamehameha
1098 (5 hits) All - 18 25 21(whiff), 33(block) -16 - 1098 (5 hits) All - 18 25 24(whiff), 36(block) -19 - Psycho Crash
1445 (9 hits) Throw - 30 3 25 - -

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.
Kamehameha
760 (5 hits) All - 41 25 95 - -

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.
Energy Field
2250 (6 hits) All - 9+4 18 43 -28 9-30 All 2250 (6 hits) All - 9+4 18 41 -26 9-30 All Solar Kamehameha
4108 (40 hits) All - 9+3 85 51 -34 1-19 All

Sources


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