DBFZ/Frame Data

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How to Read Frame Data[edit]

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[edit]

DBFZ Android16 Icon.png DBFZ Android17 Icon.png DBFZ Android18 Icon.png DBFZ Android21 Icon.png DBFZ Bardock Icon.png DBFZ Beerus Icon.png DBFZ Broly Icon.png

DBFZ DBSBroly Icon.png DBFZ Ginyu Icon.png DBFZ Cell Icon.png DBFZ Cooler Icon.png DBFZ Frieza Icon.png DBFZ Gogeta Icon.png DBFZ TeenGohan Icon.png DBFZ AdultGohan Icon.png

DBFZ Goku Icon.png DBFZ SSGoku Icon.png DBFZ SSBGoku Icon.png DBFZ GTGoku Icon.png DBFZ GokuBlack Icon.png DBFZ Gotenks Icon.png DBFZ Hit Icon.png DBFZ Janemba Icon.png

DBFZ Jiren Icon.png DBFZ KidBuu Icon.png DBFZ Krillin Icon.png DBFZ MajinBuu Icon.png DBFZ Nappa Icon.png DBFZ Piccolo Icon.png DBFZ Tien Icon.png DBFZ Trunks Icon.png

DBFZ Vegeta Icon.png DBFZ SSVegeta Icon.png DBFZ SSBVegeta Icon.png DBFZ Vegito Icon.png DBFZ Videl Icon.png DBFZ Yamcha Icon.png DBFZ Zamasu Icon.png

Character Comparisons[edit]

System Data[edit]

Movement Values[edit]

Jump
4f prejump, airborne on frame 5, throw invulnerable 1-4
Attacks available from frame 6
Airdash available from frame 8
Double jump available from frame 9
Super 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
Airdash forward
10f total animation
Attacks available from frame 7
Airdash backward
15f total animation, throw invulnerable 1-15
Attacks available from frame 7, the 15f of throw invul extends to cancelled 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 cancelled early
If multiple attacks with landing recovery were performed, the highest value will be used
Most attacks that remove landing recovery do so the moment they're performed
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 GG2.png before touching the ground will lay down for 34f, can still choose recovery options afterward
Continue holding GG2.png 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 GG2.png 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 and cinematic hits
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 actually tech until after the animation has finished
Wall bounce/splat: 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
Cinematic hit eats up 1f of untech time
Attacks that put grounded opponent in a sliding or ground bounce state also eats up 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.

Dragon Rush[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Ground Dragon Rush
L+M
120*8, 800 [500] 2.5*8, 66.75 [4] - B6 Throw U1+ [UDV] 19 9 24 - - - Launch 18 [60] -
Air Dragon Rush
j.L+M
120*8, 800 [500] 2.5*8, 66.75 [4] - H6 Throw U1+ [UDV] 19 9 28+3L [24] - - - Launch 18 [60 + Slide 29] -
  • Green flash on frame 7
  • Does 120*5, X by default. Holding L/M/H/S during the animation will increase the damage up to 120*8, X
  • Last hit's damage, Ki gain, and property depend on the version used
  • Values in [ ] are when the opponent is in any hitstun
  • Minimum untech: [60]

Vanish[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Vanish (Attack)
M+H (Air OK)
850 -100 - H3 All U2 7+9 [7+0] 3 23 +2 - 16 Launch 25 / 59 + WBounce 4-8 All
  • Character becomes airborne after super flash
  • Removes all other added landing recovery
  • Values in [ ] are when the opponent is in any hitstun
  • Smash if it's cancelled into
  • Minimum damage: 170
Vanish (No Attack)
[M+H] during Sparking (Air OK)
- -100 - - - - 7+4 [7+0] - Total 11 [Total 7] -11 [+11] - - - - 4-8 All
  • 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 flash until 11f after hold Vanish' recovery, unless the opponent gets hit during this period

Super Dash[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Super Dash
H+S (Air OK)
300 8 - H2 All - 21 - 5; 0; 10; 0+10L 0 - 5 Launch 18 1-Recovery Ki blast
  • 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
  • Recoveries listed: On block; On hit; On clash with another Super Dash; On whiff or clash with anything else. Being blocked by Android barriers will also receive +10L
  • During Sparking, knockback is reduced and becomes attack cancellable on block

Ki Charge[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Ki Charge
L+S
- 50+ - - - - 15 - 7 - - - - - -
  • Minimum duration is 70F and gains 0.5 Ki Gauge
  • The rate at which you gain Ki increases the longer you hold L/S
  • Charge time to gain 1 Ki Gauge: 77F, 2 Ki: 113F, 3 Ki: 142F, 4 Ki: 166F, 5 Ki: 187F, 6 Ki: 206F, 7 Ki: 223F

Sparking Blast[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Sparking Blast
L+M+H+S (Air OK)
0 0 - P4 All - 7+0 [4+0] 0 20 -1 - 15+2 Launch 18+2 [60+2 + GBounce] 1-15 [1-12] All
  • Removes all other added landing recovery
  • Character becomes airborne
  • Values in [ ] are when the opponent is in any hitstun
  • Minimum untech: [60+2 + GBounce]

Z Reflect[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Z Reflect
4S
- 7.5+ - - - - 1 22 17 - - - - - 1-22 Non-throw
  • 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[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Tag Guard Cancel
6A1/A2 while in blockstun
300 -100 - H2 All UDV 2+17 - Until L+10; Until L; 0+10L -28 - 5 Launch 28 1-Close All, 1-Recovery Ki blast
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank with back against the corner: 19f; Point blank midscreen: 22f
  • Recoveries listed: On block; On hit; On whiff
  • On hit, can only cancel into Vanish
Solo Guard Cancel
6A1/A2 while in blockstun
700 -100 - B2 All - 1+15 3 25 -12 - 15 Launch 18 1-18 All
  • 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[edit]

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
Blockstun (Air) 17 17 21 21 21
Hitstop 6 8 11 14 16

Navigation[edit]

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Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc