DBFZ/Cell/Frame Data

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System Data

Health:

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 - 7 5 12 -5 - 700 All - 9 9 20 -5 - 1000 Throw - 9 3 18 - - 400 Low - 8 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 - 49 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
450*6 All - 9+4 3,3,3,3,3,3 43 -28 9-30 All 450*6 All - 9+4 3,3,3,3,3,3 41 -26 9-30 All Solar Kamehameha
220*19, 360 All - 9+3 85 51 -34 1-19 All

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
5M - 4MM[+], 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
4MM - 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 6H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
6H - - 5H, 2H 5S, 2S Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S - - - - Sp
  • 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources

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