DBFZ/Frame Data

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How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data

DBFZ Android 16 Icon.png DBFZ Android 17 Icon.png DBFZ Android 18 Icon.png DBFZ Android 21 Icon.png DBFZ Lab Coat Android 21 Icon.png DBFZ Bardock Icon.png

DBFZ Beerus Icon.png DBFZ Broly Icon.png DBFZ DBS Broly Icon.png DBFZ Captain Ginyu Icon.png DBFZ Cell Icon.png DBFZ Cooler Icon.png DBFZ Frieza Icon.png DBFZ SSB Gogeta Icon.png

DBFZ SS4 Gogeta Icon.png DBFZ Teen Gohan Icon.png DBFZ Adult Gohan Icon.png DBFZ Goku Icon.png DBFZ SS Goku Icon.png DBFZ SSB Goku Icon.png DBFZ UI Goku Icon.png DBFZ GT Goku Icon.png

DBFZ Goku Black Icon.png DBFZ Gotenks Icon.png DBFZ Hit Icon.png DBFZ Janemba Icon.png DBFZ Jiren Icon.png DBFZ Kefla Icon.png DBFZ Kid Buu Icon.png DBFZ Krillin Icon.png

DBFZ Majin Buu Icon.png DBFZ Master Roshi Icon.png DBFZ Nappa Icon.png DBFZ Piccolo Icon.png DBFZ Super Baby 2 Icon.png DBFZ Tien Icon.png DBFZ Trunks Icon.png DBFZ Vegeta Icon.png

DBFZ SS Vegeta Icon.png DBFZ SSB Vegeta Icon.png DBFZ SSB Vegito Icon.png DBFZ Videl Icon.png DBFZ Yamcha Icon.png DBFZ Fused Zamasu Icon.png

Character Comparisons

Walk Speed

Yes characters have different walk speed. If you have the exact numbers, please feel free to add them here.

Fall Speed

Every character shares the same fall speed in DBFZ, with  Majin Buu as the only exception having slower fall speed (gravity or weight in other ArcSys games). This only affects his neutral and his own combos, and doesn't come into play when he's getting hit, ensuring that beside hurtbox differences, there are no combos that only work on Buu due to his unique fall speed. Different fall speed also doesn't affect his frame advantage after using Vanish or Sparking Blast.

Air Time
Character Normal Jump High Jump High Jump (Holding 8) High Jump (Holding 2)
Everyone else 41F 55F 66F 37F
Majin Buu 44F 58F 73F 38F
Master Roshi 41F 55F 55F 55F
Vertical Air Movement Values
Character Normal/Double Jump
Initial Velocity
High Jump
Initial Velocity
Gravity
(units/frame²)
Gravity (Holding 8
when Upward Velocity < 0)
Gravity (Holding 2)
Everyone else 37000 51000 2000 1000 3000
Majin Buu 37000 51000 1800 800 2800
Master Roshi 37000 51000 2000 2000 2000

Air Speed

Most of the cast share the same horizontal air acceleration and max speed while drifting. Air acceleration is applied for each frame 7 or 9 is held down.

Horizontal Air Movement Values
Character Forward Jump
Initial Velocity
Backward Jump
Initial Velocity
Forward High Jump
Initial Velocity
Backward High Jump
Initial Velocity
Drift Acceleration
(units/frame²)
Maximum Drift Speed
Everyone else 14500 13000 15500 13000 1000 20000
Android 16 / Nappa 10150 9100 10850 9100 1400 17500
Broly 11600 10400 12400 10400 1600 20000
Cooler 13050 11700 13950 11700 1600 20000
Master Roshi 14500 13000 15500 13000 0 N/A

Dragon Rush Ki Gain

On hit with a Smash! Dragon Rush, the attacker will continuously gain Ki as they chase their opponent down with the automatic Super Dash. However, due to hurtbox differences, they'll reach the defender after a varying amount of frames, resulting in different amounts of Ki gain.

Performed on Total Ki gain at max hold
(31 hits)
Ki gain during Super Dash only
A17, A18, BDK, YGH, AGH, GTG, GTK, KBU, KRL, ZAMOn air hit against Zamasu (Fused) 94.75% 49.75%
A16, A21, L21, SBR, GNY, FRZ, GTA, GT4, GKN, GKU, BGK, KEF, MBU, RSH, NAP, SB2, TEN, TNK, VGN, VGT, BVG, VTO, VDL, ZAMOn ground hit against Zamasu (Fused) 92.5% 47.5%
BRS, CEL, GUI, BLK, HIT, JNB, JRN, PIC, YAM 90.25% 45.25%
BRO, CLR 88% 43%

Which character performs Dragon Rush and their positions on stage do not affect Ki gain.

For example, if one lands a partial hold Smash! Dragon Rush (27 hits) on Kid Buu, they'll gain 2.5*7 + 25 + 49.75 = 92.25% Ki gauge, but against Cell, they'll only gain 2.5*7 + 25 + 45.25 = 87.75% Ki gauge.

Whiff Vanish

Vanish's hitbox has a consistent minimum height across every character (beside one that will be noted below), and during a normal ground bounce, there's a 1F to 2F window right before the character leaves the ground again where their hurtbox is extremely low to the ground.

This means that it is possible to use Vanish against some ground bounced opponents, whiff it, and continue with the combo similar to a Vanish (No Attack).

Characters that can be Whiff Vanished: Android 17, Android 18, Android 21, Beerus, Frieza, Gohan (Teen), Gohan (Adult), Goku (GT), Hit, Kefla, Kid Buu, Krillin, Trunks, Vegito (SSGSS), Zamasu (Fused).

Characters that can perform Whiff Vanish: Everyone except Majin Buu, as his Vanish is the only one with lower hitbox.

System Data

Movement Values

Jump
4f prejump, airborne on frame 5, throw invulnerable 1-4, can be canceled with Specials and Supers
Normals available from frame 6
Airdash available from frame 8
Double jump available from frame 9
High jump's visual effect won't appear if an attack is performed on frame 6
Forward dash
Total animation: 22~82f
Jump available from from frame 1
Can block from frame 1
Attacks available from frame 5
Backdash
15f total animation, fully throw invulnerable
Air dash forward
10f total animation
Attacks available from frame 7
Air dash backward
15f total animation, throw invulnerable 1-15
Attacks available from frame 7, the 15f of throw invul extends to canceled attacks
Generic landing recovery
The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents
Can block from frame 1
Attacks and forward dash available from frame 2
Other movement options available from frame 4
Added landing recovery
Full recovery that cannot be canceled early, but can still tech Dragon Rush
If multiple attacks with landing recovery were performed, the highest value will be used
Air blocking removes landing recovery
Most attacks that remove landing recovery do so the moment they're performed
Mid-attack landing recovery
Some aerial attacks only receive landing recovery if the character lands before it finishes recovery
This type of landing recovery overrides typical added landing recovery, and is cancelable into Supers, Meteors.
If these attacks finished recovery on the frame right before landing, the character will not experience any landing recovery, including generic landing recovery
Air recovery
20f total animation, fully invulnerable
Throw invulnerable 8f after teching
Dragon Rush clash will force a back tech
Ground recovery
Up, back, forward tech: Total animation 21f, full invul
Get up in place: Total animation 15f, full invul
Throw invulnerable 8f after teching or get up in place
Soft knockdown
Auto recovers the moment they touch the ground
Holding 2 before touching the ground will lay down for 34f, can still choose recovery options afterward
Continue holding 2 will lay down for another 4f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
Sliding knockdown
Can be hit OTG for #f after touching the ground (# vary between moves)
Lies down for the next 11f, then can choose recovery options
Holding 2 will lay down for another 6f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
Hard knockdown
Can't be hit OTG, can't choose recovery options and is forced to get up in place immediately
Generic hard knockdown lays down for 34f before getting up
Bounce effects
Bounce effects' animations are included in total amount of untech time, however, if untech runs out in the middle of these effects, the opponent can't tech until after the animation has finished
Wall splat/bounce: sticks to the wall for 6f before bouncing out
Ground bounce: sticks to the ground for 5f before bouncing up, can be hit OTG, the last 2f has really low hurtbox
Attacks that put grounded opponent in a sliding or ground bounce state eats up the first 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.

Dragon Rush

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Ground Dragon Rush
L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
Throw U1+
[UDV]
{UDV}
19 9 24 - - 2.5%*5~8, 25%, 47.5%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
100%+9 B 0 - Launch 18
[60]
{60}
  • Green flash appears on frame 7
  • Holding L/M/H/S increases the amount of hits
  • Values in [ ] are when the opponent is in hitstun or untechable time
  • Values in { } are Forced Switch version
  • Unaffected by hitstun decay
Air Dragon Rush
j.L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
Throw U1+
[UDV]
{UDV}
19 9 28+3L - - 2.5%*5~8, 25%, 47.5%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
100%+9 H 0 - Launch 18
[60 + Slide 29]
{60}
  • Removes all landing recovery on hit

Vanish

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Vanish
M+H (Air OK)
850 All U2 7+9 [7+0] 3 [1] 23 [19] +3 4-8 All [4-7 All] -100% 100%+5 H 3 16 Launch 25 / 59 + WBounce
  • Sides switches and becomes airborne during super freeze
  • Removes all other added landing recovery
  • Values in [ ] are when the opponent is in hitstun or untechable time
  • Smash! if it's inputted during: 10F of strike hitstun/untech, or 15F of projectile total hitstun/untech + hitstop that only affects defender
  • Minimum damage: 170
Vanish (Hold)
[M+H] during Sparking (Air OK)
- - - 7+4 [7+0] - Total 14 [Total 7] - 4-8 All -100% - - - - - -
  • Can only be performed once per combo, attempting to do this again will get normal Vanish
  • While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super freeze until 11F after hold Vanish' recovery, unless the opponent gets hit during this period

Super Dash

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Super Dash
H+S (Air OK)
300 All - 21 - 5 (See note) ±0 1-Recovery Ki Blasts 8% 90%+1 H 2 5 Launch 18
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank: 21f; Fullscreen: 34f
  • Ground version becomes airborne on frame 5
  • Removes all other added landing recovery
  • Recovery:
  • On block: 5;
  • On hit: 0;
  • On clash with another Super Dash: 10;
  • On whiff or clash with anything else at a slight upward angle: 0;
  • On whiff or clash with anything else at other angles: 0+10L;
  • On block by Android barriers: 5+10L

Ki Charge

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Ki Charge
L+S
- - - 15 35~Until max 6 - 1-End Ki Blasts 28.5~700% - - - - - -
  • Gains Ki at an increasing rate during active frames. Ki gain rate stops increasing mid-combo
  • Cancelable into Super Dash during active frames starting from frame 30
  • In neutral, charge time to reach 1 Ki Gauge: 91F; 2 Ki: 127F; 3 Ki: 156F; 4 Ki: 180F; 5 Ki: 201F; 6 Ki: 220F; 7 Ki: 236F
  • Total animation that can be held after reaching 7 Ki gauges: 300F

Sparking Blast

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Sparking Blast
L+M+H+S (Air OK)
0 All - 7+0 [4+0] 1 20 ±0 1-15 All [1-12 All] 0% 50%+1 P3 2 15+2 Launch 18+2 {60+2 + GBounce}
  • Removes all added landing recovery
  • Character becomes airborne, thus despite being ±0 on ground block, you're -1 if canceling landing recovery with an attack
  • Values in [ ] are when canceled into from an attack
  • Values in { } are when the opponent is in hitstun or untechable time
  • Unaffected by hitstun decay

Z Reflect

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Z Reflect
4S
- - - 1 22 17 - 1-22 Non-throw 7.5%+ - - - - - -
  • Invul through all blockable attacks except Sparking Blast
  • Removes residue throw invul like the 8f after exiting blockstun, hitstun etc.
  • Successful reflect's recovery is throw invul and automatically reflects all further attack, including Sparking Blast
  • Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. Ki Blasts: 12.5, other projectiles: 7.5, consecutive reflected projectiles don't give extra Ki
  • Hitstop 4F

Guard Cancel

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Guard Cancel Change
6A1/A2 while in blockstun
300 All UDV 2+20 - Until L+10 (See note) -28 1-Close All, 1-Recovery Ki Blasts -100% - H 2 5 Launch 28
  • Clash level: 4
  • If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences
  • Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L
  • On hit, can only cancel into Vanish
Guard Cancel
6A1/A2 while in blockstun
700 All - 1+15 3 25 -12 - -100% - B 2 15 Launch 18
  • Clash level: 4
  • Stays grounded, teleports to the opponent's back during the super freeze
  • For most of the cast, uses hitbox and hurtbox of 5H

Attack Level

Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun

Hitstun Decay

Hitstun Decay vs. Time
Combo Duration 150F~ 270F~ 390F~ 510F~
Hitstun Decay -5F -10F -15F Reduced to 0F
Untechable Time Decay vs. Time
Combo Duration 420F~ 540F~ 660F~ 780F~
Untechable Time Decay -5F -10F -15F Reduced to 0F

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