DBFZ/Cell/Frame Data: Difference between revisions

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Line 24: Line 24:
  |damage= 400|level= |attribute= Strike|guard= All
  |damage= 400|level= |attribute= Strike|guard= All
  |startup= 6|active= 5|recovery= 12|frameAdv= -5
  |startup= 6|active= 5|recovery= 12|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun=11 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 32: Line 32:
  |damage= 700|level= |attribute= Strike|guard= All
  |damage= 700|level= |attribute= Strike|guard= All
  |startup= 9|active= 9|recovery= 20|frameAdv= -5
  |startup= 9|active= 9|recovery= 20|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description=*Cell enters 20F recovery animation on hit/block
  }}
  }}


Line 47: Line 48:
  |damage= 400|level= |attribute= Strike|guard= Low
  |damage= 400|level= |attribute= Strike|guard= Low
  |startup= 7|active= 3|recovery= 12|frameAdv= -3
  |startup= 7|active= 3|recovery= 12|frameAdv= -3
  |blockstun= |groundHit= |aiHit=
  |blockstun=11 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 55: Line 56:
  |damage= 700|level= |attribute= Strike|guard= All
  |damage= 700|level= |attribute= Strike|guard= All
  |startup= 9|active= 3|recovery= 18|frameAdv= -5
  |startup= 9|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=*can cancel into a second 5M from 21-25F, this can only be done once per string.
*Damage becomes 550 if 5M > 5M
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
Line 63: Line 65:
  |damage= 700|level= |attribute= Strike|guard= Low
  |damage= 700|level= |attribute= Strike|guard= Low
  |startup= 12|active= 6|recovery= 18|frameAdv= -8
  |startup= 12|active= 6|recovery= 18|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 70: Line 72:
  |damage= 850|level= |attribute= Strike|guard= High
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= 24|active= 6|recovery= 10|frameAdv=0
  |startup= 24|active= 6|recovery= 10|frameAdv=0
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=*On hit, frame adv +3
  }}
  }}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
Line 78: Line 80:
  |damage= 850|level= |attribute= Strike|guard= All
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= 14|active= 3|recovery= 21|frameAdv= -8
  |startup= 14|active= 3|recovery= 21|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 86: Line 88:
  |damage= 1150|level= |attribute= Strike|guard= All
  |damage= 1150|level= |attribute= Strike|guard= All
  |startup= 30|active= 3|recovery= 21|frameAdv= -8
  |startup= 30|active= 3|recovery= 21|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 94: Line 96:
  |damage= 850|level= |attribute= Strike|guard= All
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= 13|active= 3|recovery= 31|frameAdv= -18
  |startup= 13|active= 3|recovery= 31|frameAdv= -18
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul=4-15 Air Strike |hitbox=
  |description=
  |description=
  }}
  }}
Line 102: Line 104:
  |damage= 850|level= |attribute= Strike|guard= Low
  |damage= 850|level= |attribute= Strike|guard= Low
  |startup= 13|active= 3|recovery= 18|frameAdv= -5
  |startup= 13|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun=15 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 108: Line 110:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5S
  |version=5S
  |damage= 300-1080 (1-5 hits)|level= |attribute= Projectile Lvl 1|guard= All
  |damage= 300 per shot |level= |attribute= Projectile Lvl 1|guard= All
  |startup= 16|active= 0-37|recovery= 25|frameAdv= -4
  |startup= 16|active= |recovery= 24|frameAdv= -4
  |blockstun= |groundHit= |aiHit=
  |blockstun=15+5 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=*hold button for more shots (max 5)
  }} {{FrameData-DBFZ
*Shots appear in 9F intervals
*Cell enters 24F recovery after he stops shoooting
  }}
{{FrameData-DBFZ
  |version=2S
  |version=2S
  |damage= 1000 (3 hits)|level= |attribute= Projectile Lvl 1|guard= All
  |damage= 1000 (3 hits) |level= |attribute= Projectile Lvl 1|guard= All
  |startup= 18|active= 24|recovery= 15|frameAdv= +2
  |startup= 18|active= 24|recovery=15 |frameAdv= +2
  |blockstun= |groundHit= |aiHit=
  |blockstun=15+5 |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=*Cell becomes airborne on 9F, lands on 42F
*Shots appear in 10F intervals (3 total)
*15F recovery after landing
  }}
  }}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
Line 159: Line 166:
  |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 advances for up to frame 41
  }}
  }}
|}
|}

Revision as of 23:42, 19 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 -6 - 700 High - 9 3 17 -2 - 850 High - 13 8 22 -12 - 850 All - 15 3 19 -6 - 650, 600 All - 17 2 45 -29, -3 -

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 16 -3 - Rolling Crush
1000 (5 hits) Allx4, Highx1 - 8,9 8,3 15 -2 - 1180 (5 hits) Allx4, Highx1 - 14,9 8,3 15 -2 - 1270 (5 hits) Allx4, Highx1 - 10,9 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


Template:Navbar-DBFZ