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Glossary
How do I read frame data?
Frame Data Glossary
Smash
Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U
Up Smash
U+
Up Smash that can trigger D+ Smash
D
Down Smash
D+
Down Smash that requires hitting with U+ Smash earlier in the combo
V
Vanish
1
Only triggers if no Smash of the same type has been used
2
Triggers even if the same type has been used, but only once
3
Always triggers
Prorate
How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard
How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup
Number of frames for this move to reach the first active frame (includes the first active frame).
Active
Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery
Number of frames this move is in a recovery state before returning to neutral.
OnBlock
After blocking this attack, how soon can the attacker move compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
Invuln
Attribute and Hitbox invincibility for this attack
Level
Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun
When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit
When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit
When hitting an airborne opponent, how many frames for which they cannot air tech.
Attack Level Values
Air blocking adds 2F of blockstun
Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data
Normal Moves
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 5L 500 All 10 4 19 -7 2 5LL 700 / 0,700 All 15 1 26 -11 2 5LLL 400, 100, 500 U3+ 1 5M 700 All 15 4 23 -11 2 5H 850[1150] / 1000[1300] U1 All 15~38 7 31 -16 10-21~44 Armor 4 5S 300×5 All 12 P{(10)P}×4 27 -7 2L 500 All 6 4 20 -8 2 2M 700×1~4 Low 14 [21] 4 19 -7 2 2H 850 / 1000 U1+ All 15 3 27 -14 4-19 Head 4 2S 900 All 24 Total 71 -18 6M 850 High 24 6 4+6L ±0 3 15 18 23 6H 1300 U2 Throw 28 1 33 j.L 500 High 8 6 11 2 j.M 700 High 11 4 14 2 j.H 850 / 1000 D1+ [D3+] High 15 5 19 3 j.S 100×2, 300, 700 All 13 12,2,Until ground, Total 65+10L j.2H 850 U2 Throw 13 3 32+7L
Special Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L L Raging Quake 100,100,800 / 100,100,300 / 0,600,400 U1+ All 12 3,2 Total 45 -5 3 236M M Raging Quake 100,100,800 / 100,100,300 / 0,700,400 U1+ All 17 4,2 Total 51 -5 3 236H H Raging Quake 100,800,1200 / 100,800,1200 / 0,800,1200 U1+ All 12 3,2 -5 3 j.236L Air L Raging Quake 100,100,800 / 100,100,300 / 0,600,400 U1+ All 13 -5 3 j.236M Air M Raging Quake 100,100,800 / 100,100,300 / 0,700,400 U1+ All 17 -5 3 j.236H Air H Raging Quake 100,800,1200 / 100,800,1200 / 0,800,1200 U1+ All 13 -5 3 214L L Gigantic Fury 0,200×3 / 0,400,300×3,500 U1+ → D2 Throw 24 3 21 214M M Gigantic Fury 0,200×3 / 0,400,300×3,500 U1+ → D2 Throw 12 3 23 4-14 Head 214H H Gigantic Fury 0,500×3 / 0,400×3,200×2,500 U1+ → D2 Throw 22 [12] 1 [3] 21 [23] 1-24 [1-14] Head 236S Eraser Blow 300,1100 / 0,1100 / 0,700,900 D1 All 17 1(2)P Total 46 -5 4-21 Armor 3 214S Gigantic Heave 300×2, 50×7, 300 U1+ Throw 16 5 16
Z Assists
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit Assist A Raging Quake 800 All 35 3, 3, 3, 3 +36 Launch Assist B Eraser Blow 800 All 25 +30 Assist C Blaster Cannon 800, 400 All 35 [20] +32
Super Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L+M Gigantic Charge 800, 2000 UDV All 9+4 4~15 62 -50 9-16~26 All j.236L+M Gigantic Impact 1000×1~3 All 9+4 16 37L; 44+7L 9 All 10-? Guard All j.236L+M > L+M Omega Blaster 550×6 UDV All 5+3 1-19 All 236H+S Meteor Shower 1800, 100×31, 300×19 UDV All 9+2 38,P Total 94+25L -50 1-12, 92-95 All j.236H+S Air Meteor Shower 1800, 100×31, 300×19 UDV All 9+2 38,P Total 94+25L -50 1-12, 92-95 All 214L+M Gigantic Roar 801, 258×15 UDV All 10+3 10 31 -25 1-22 All
Z Combo Table
Ground Z Combo
L
M
H
S
Cancel
5L[2]
5LL[+] , 2L
5M, 2M, 6M
5H, 2H, 6H
5S, 2S
DR, Jump[-] , Sp
5LL
5LLL[-]
5M, 2M, 6M
5H, 2H, 6H
5S, 2S
Jump[-] , Sp
5LLL
-
-
-
-
Sp
2L[2]
5L
5M, 2M, 6M
5H, 2H, 6H
5S, 2S
Jump[-] , Sp
5M
-
2M, 6M
5H, 2H, 6H
5S, 2S
Jump[-] , Sp
2M[4]
-
5M, 2M* [+] , 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
-
-
5H, 2H
-
Sp
Air Z Combo
L
M
H
S
Cancel
j.L
j.LL[-]
j.M
j.H, j.2H
j.S
Jump, Sp
j.LL[j.M]
-
-
j.H, j.2H
j.S
Jump, Sp
j.M[j.LL]
j.L
-
j.H, j.2H
j.S
Jump, Sp
j.H
-
-
j.2H
j.S
Sp
j.2H
-
-
-
j.S
Sp
j.S
-
-
-
-
Sp
5L and 2L can only be done a max of 2 times per string total
2M can only be done 2 times when cancelling from or to 5M
For example, 5M > 2MM and 2MM > 5M work, but 2MMMM > 5M does not
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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
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Broly (DBS)
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