DBFZ/Cooler/Frame Data: Difference between revisions

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{{#lsth:DBFZ/Cooler/Data|SystemData}}
{{#lsth:DBFZ/Cooler/Data|SystemData}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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{{AttackVersion|name=5LLL|subtitle=}}
{{AttackVersion|name=5LLL|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5LLL Full}}
{{#lsth:DBFZ/Cooler/Data|5LLL Full}}
|-
{{AttackVersion|name=5M|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5M Full}}
|-
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5H Full}}
|-
{{AttackVersion|name=5S|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5S Full}}
|-
|-
{{AttackVersion|name=2L|subtitle=}}
{{AttackVersion|name=2L|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|2L Full}}
{{#lsth:DBFZ/Cooler/Data|2L Full}}
|-
{{AttackVersion|name=5M|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5M Full}}
|-
|-
{{AttackVersion|name=2M|subtitle=}}
{{AttackVersion|name=2M|subtitle=}}
{{#lsth:DBFZ/Cooler/Data| 2M Full}}
{{#lsth:DBFZ/Cooler/Data| 2M Full}}
|-
{{AttackVersion|name=2H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|2H Full}}
|-
|-
{{AttackVersion|name=6M|subtitle=}}
{{AttackVersion|name=6M|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|6M Full}}
{{#lsth:DBFZ/Cooler/Data|6M Full}}
|-
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5H Full}}
|-
{{AttackVersion|name=2H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|2H Full}}
|-
|-
{{AttackVersion|name=6H|subtitle=}}
{{AttackVersion|name=6H|subtitle=}}
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{{AttackVersion|name=3H|subtitle=}}
{{AttackVersion|name=3H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|3H Full}}
{{#lsth:DBFZ/Cooler/Data|3H Full}}
|-
{{AttackVersion|name=5S|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|5S Full}}
|-
|-
{{AttackVersion|name=j.L|subtitle=}}
{{AttackVersion|name=j.L|subtitle=}}
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{{AttackVersion|name=j.H|subtitle=}}
{{AttackVersion|name=j.H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|j.H Full}}
{{#lsth:DBFZ/Cooler/Data|j.H Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|j.S Full}}
|-
|-
{{AttackVersion|name=j.2H|subtitle=}}
{{AttackVersion|name=j.2H|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|j.2H Full}}
{{#lsth:DBFZ/Cooler/Data|j.2H Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|j.S Full}}
|}
|}


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! colspan=16 style="background: white;"| Death Crasher
! colspan=16 style="background: white;"| Death Crasher
|-
|-
{{AttackVersion|name=236LM or 236HS|subtitle=}}
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lsth:DBFZ/Cooler/Data|236HS Full}}
{{#lsth:DBFZ/Cooler/Data|236LM Full}}
|-
|-
! colspan=16 style="background: white;"| Death Drop
! colspan=16 style="background: white;"| Death Drop
|-
|-
{{AttackVersion|name=j.236LM or j.236HS|subtitle=}}
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{#lsth:DBFZ/Cooler/Data|j.236HS Full}}
{{#lsth:DBFZ/Cooler/Data|j.236LM Full}}
|-
|-
! colspan=16 style="background: white;"| Atomic Supernova
! colspan=16 style="background: white;"| Atomic Supernova
|-
|-
{{AttackVersion|name=214LM or 214HS|subtitle=Catch}}
{{AttackVersion|name=214LM|subtitle=or 214HS<br>Counter}}
{{#lsth:DBFZ/Cooler/Data|214HS Full}}
{{#lsth:DBFZ/Cooler/Data|214LM Full}}
|-
|-
{{AttackVersion|name=Counterattack|subtitle=}}
{{AttackVersion|name=Attack|subtitle=}}
{{#lsth:DBFZ/Cooler/Data|214HS Attack Full}}
{{#lsth:DBFZ/Cooler/Data|214LM Attack Full}}
|-
|-
{{AttackVersion|name=j.214LM or j.214HS|subtitle=}}
{{AttackVersion|name=j.214LM|subtitle=or j.214HS}}
{{#lsth:DBFZ/Cooler/Data|j.214HS Full}}
{{#lsth:DBFZ/Cooler/Data|j.214LM Full}}
|}
|}


==Sources==
==Sources==


==Navigation==
==Navigation==
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Cooler]]
[[Category:Cooler]]

Revision as of 15:45, 18 July 2019

System Data


Normal Moves

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
5M
5H
5S
2L
2M
2H
6M
6H
3H
j.L
j.M
j.H
j.S
j.2H

Special Moves

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.
Death Chaser
236L
236M
236H
j.236L
j.236M
j.236H
Death Breaker
214L
214M
214H
j.214L
j.214M
j.214H
Death Breaker Followup
214X > L
214X > M
214X > H
214H > H
Death Flash
236S
j.236S
Death Shaker
214S

Assist Moves

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.
Death Breaker
A1/A2

Super Moves

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.
Death Crasher
236LM
or 236HS
Death Drop
j.236LM
or j.236HS
Atomic Supernova
214LM
or 214HS
Counter
Attack
j.214LM
or j.214HS

Sources

Navigation

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