Difference between revisions of "DBFZ/Frame Data"

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==How to Read Frame Data==
 
==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 '''[[Using Frame Data|reading guide]]''' on 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 '''[[Using Frame Data|reading guide]]''' on Frame Data.
== Frame Data ==
+
 
 +
==Frame Data==
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
 
[[File:DBFZ_Android16_Icon.png|100px|link=DBFZ/Android 16/Frame Data]]
 
[[File:DBFZ_Android16_Icon.png|100px|link=DBFZ/Android 16/Frame Data]]
Line 10: Line 11:
 
[[File:DBFZ_Beerus_Icon.png|100px|link=DBFZ/Beerus/Frame Data]]
 
[[File:DBFZ_Beerus_Icon.png|100px|link=DBFZ/Beerus/Frame Data]]
 
[[File:DBFZ_Broly_Icon.png|100px|link=DBFZ/Broly/Frame Data]]
 
[[File:DBFZ_Broly_Icon.png|100px|link=DBFZ/Broly/Frame Data]]
 +
[[File:DBFZ_DBSBroly_Icon.png|100px|link=DBFZ/DBS Broly/Frame Data]]
  
<span class="no-icon" style="display:inline-block; width:100px;">[[DBFZ/DBS Broly/Frame Data|Broly (DBS)]]</span>
 
 
[[File:DBFZ_Ginyu_Icon.png|100px|link=DBFZ/Captain Ginyu/Frame Data]]  
 
[[File:DBFZ_Ginyu_Icon.png|100px|link=DBFZ/Captain Ginyu/Frame Data]]  
 
[[File:DBFZ_Cell_Icon.png|100px|link=DBFZ/Cell/Frame Data]]
 
[[File:DBFZ_Cell_Icon.png|100px|link=DBFZ/Cell/Frame Data]]
Line 19: Line 20:
 
[[File:DBFZ_TeenGohan_Icon.png|100px|link=DBFZ/Teen Gohan/Frame Data]]
 
[[File:DBFZ_TeenGohan_Icon.png|100px|link=DBFZ/Teen Gohan/Frame Data]]
 
[[File:DBFZ_AdultGohan_Icon.png|100px|link=DBFZ/Adult Gohan/Frame Data]]
 
[[File:DBFZ_AdultGohan_Icon.png|100px|link=DBFZ/Adult Gohan/Frame Data]]
 +
[[File:DBFZ_Goku_Icon.png|100px|link=DBFZ/Goku/Frame Data]]
  
[[File:DBFZ_Goku_Icon.png|100px|link=DBFZ/Goku/Frame Data]]
 
 
[[File:DBFZ_SSGoku_Icon.png|100px|link=DBFZ/SS Goku/Frame Data]]
 
[[File:DBFZ_SSGoku_Icon.png|100px|link=DBFZ/SS Goku/Frame Data]]
 
[[File:DBFZ_SSBGoku_Icon.png|100px|link=DBFZ/SSB Goku/Frame Data]]
 
[[File:DBFZ_SSBGoku_Icon.png|100px|link=DBFZ/SSB Goku/Frame Data]]
 
[[File:DBFZ_GTGoku_Icon.png|100px|link=DBFZ/GT Goku/Frame Data]]  
 
[[File:DBFZ_GTGoku_Icon.png|100px|link=DBFZ/GT Goku/Frame Data]]  
 +
<span class="no-icon" style="display:inline-block; width:100px;">[[DBFZ/UI Goku/Frame Data|Goku (Ultra Instinct)]]</span>
 
[[File:DBFZ_GokuBlack_Icon.png|100px|link=DBFZ/Goku Black/Frame Data]]
 
[[File:DBFZ_GokuBlack_Icon.png|100px|link=DBFZ/Goku Black/Frame Data]]
 
[[File:DBFZ_Gotenks_Icon.png|100px|link=DBFZ/Gotenks/Frame Data]]
 
[[File:DBFZ_Gotenks_Icon.png|100px|link=DBFZ/Gotenks/Frame Data]]
Line 30: Line 32:
  
 
[[File:DBFZ_Jiren_Icon.png|100px|link=DBFZ/Jiren/Frame Data]]
 
[[File:DBFZ_Jiren_Icon.png|100px|link=DBFZ/Jiren/Frame Data]]
 +
[[File:DBFZ_Kefla_Icon.png|100px|link=DBFZ/Kefla/Frame Data]]
 
[[File:DBFZ_KidBuu_Icon.png|100px|link=DBFZ/Kid Buu/Frame Data]]
 
[[File:DBFZ_KidBuu_Icon.png|100px|link=DBFZ/Kid Buu/Frame Data]]
 
[[File:DBFZ_Krillin_Icon.png|100px|link=DBFZ/Krillin/Frame Data]]
 
[[File:DBFZ_Krillin_Icon.png|100px|link=DBFZ/Krillin/Frame Data]]
Line 36: Line 39:
 
[[File:DBFZ_Piccolo_Icon.png|100px|link=DBFZ/Piccolo/Frame Data]]
 
[[File:DBFZ_Piccolo_Icon.png|100px|link=DBFZ/Piccolo/Frame Data]]
 
[[File:DBFZ_Tien_Icon.png|100px|link=DBFZ/Tien Shinhan/Frame Data]]
 
[[File:DBFZ_Tien_Icon.png|100px|link=DBFZ/Tien Shinhan/Frame Data]]
 +
 
[[File:DBFZ_Trunks_Icon.png|100px|link=DBFZ/Trunks/Frame Data]]
 
[[File:DBFZ_Trunks_Icon.png|100px|link=DBFZ/Trunks/Frame Data]]
 
 
[[File:DBFZ_Vegeta_Icon.png|100px|link=DBFZ/Vegeta/Frame Data]]
 
[[File:DBFZ_Vegeta_Icon.png|100px|link=DBFZ/Vegeta/Frame Data]]
 
[[File:DBFZ_SSVegeta_Icon.png|100px|link=DBFZ/SS Vegeta/Frame Data]]
 
[[File:DBFZ_SSVegeta_Icon.png|100px|link=DBFZ/SS Vegeta/Frame Data]]
Line 52: Line 55:
 
===Movement Values===
 
===Movement Values===
 
;Jump
 
;Jump
:4f startup, airborne on frame 5, throw invulnerable 1-4
+
:4f prejump, airborne on frame 5, throw invulnerable 1-4, can be canceled with Specials and Supers
:Attacks cancellable from frame 6
+
:Normals available from frame 6
:Air options available from frame 8
+
: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
 
;Backdash
Line 61: Line 72:
 
;Airdash forward
 
;Airdash forward
 
:10f total animation
 
:10f total animation
:Attacks cancellable from frame 7
+
:Attacks available from frame 7
  
 
;Airdash backward
 
;Airdash backward
 
:15f total animation, throw invulnerable 1-15
 
:15f total animation, throw invulnerable 1-15
:Attacks cancellable from frame 7, throw invul extends to cancelled attacks until after the 15f duration
+
:Attacks available from frame 7, the 15f of throw invul extends to canceled attacks
  
 
;Generic landing recovery
 
;Generic landing recovery
:Able to block from frame 1
+
:The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents
:Attacks and forward dash cancellable from frame 2
+
:Can block from frame 1
 +
:Attacks and forward dash available from frame 2
 
:Other movement options available from frame 4
 
:Other movement options available from frame 4
  
 
;Added landing recovery
 
;Added landing recovery
:Full recovery that cannot be cancelled early
+
: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
 
:If multiple attacks with landing recovery were performed, the highest value will be used
:Attacks that remove landing recovery do so the moment they're 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
 +
:If these attacks finishe recovery on the frame right before landing, the character will not experience any landing recovery, including generic landing recovery
  
 
;Air Recovery
 
;Air Recovery
:22f total animation, fully invulnerable
+
:20f total animation, fully invulnerable
 
:Throw invulnerable 8f after teching
 
: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===
 
===Dragon Rush===
Line 86: Line 130:
 
{{FrameDataHeader-DBFZ}}
 
{{FrameDataHeader-DBFZ}}
 
|-
 
|-
{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}}
+
{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
+
  |damage=120*5~8, 800, 300<br>[120*5~8, 500]<br>{120*5~8, 1000} |kigain=2.5%*5~8, 74.75%<br>[2.5%*5~8, 4%]<br>{2.5%*5~8, 4%} |p1= |p2=
  |attribute=T |guard=Throw |smash=U1+ / UDV
+
  |attribute=B |guard=Throw |smash=U1+<br>[UDV]<br>{UDV}
 
  |startup=19 |active=9 |recovery=24 |frameAdv=
 
  |startup=19 |active=9 |recovery=24 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
+
  |level=0 |blockstun= |groundHit=Launch |airHit=18<br>[60]<br>{60} |invul=
}}
+
}}
 +
{{Description|16|text=
 +
*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
 +
*Fixed hitstun
 +
}}
 
|-
 
|-
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}}
+
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
+
  |damage=120*5~8, 800, 300<br>[120*5~8, 500]<br>{120*5~8, 1000} |kigain=2.5%*5~8, 74.75%<br>[2.5%*5~8, 4%]<br>{2.5%*5~8, 4%} |p1= |p2=
  |attribute=T |guard=Throw |smash=U1+ / UDV
+
  |attribute=H |guard=Throw |smash=U1+<br>[UDV]<br>{UDV}
  |startup=19 |active=9 |recovery=28+3 after landing |frameAdv=
+
  |startup=19 |active=9 |recovery=28+3L |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
+
  |level=0 |blockstun= |groundHit=Launch |airHit=18<br>[60 + Slide 29]<br>{60} |invul=
 +
}}
 +
{{Description|16|text=
 +
*Removes all landing recovery on hit
 
}}
 
}}
 
|}
 
|}
*Green flash on frame 7
 
*Does 120*5, X by default. Holding any button 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
 
  
 
===Vanish===
 
===Vanish===
Line 111: Line 162:
 
{{FrameDataHeader-DBFZ}}
 
{{FrameDataHeader-DBFZ}}
 
|-
 
|-
{{AttackVersion|name=Vanish (Attack)|subtitle=M+H|rowspan=2}}
+
{{AttackVersion|name=Vanish (Attack)|subtitle=M+H (Air OK)|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=850 |kigain=-100 |prorate=
+
  |damage=850 |kigain=-100% |p1= |p2=
  |attribute=H3 |guard=All |smash=U2
+
  |attribute=H |guard=All |smash=U2
  |startup=7+9 |active=3 |recovery=23 |frameAdv=±0[+2]
+
  |startup=7+9 [7+0] |active=3 |recovery=23 |frameAdv=+2
  |level= |blockstun= |groundHit= |airHit= |invul=4-8 All
+
  |level=3 |blockstun=16 |groundHit=Launch |airHit=25 / 59 + WBounce |invul=4-8 All
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
 +
*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
 
*Minimum damage: 170
*Character becomes airborne after super flash
 
*Frame advantage listed is when opponent blocks Vanish on the ground
 
*Data in [ ] refers to advantage when canceling landing recovery
 
 
}}
 
}}
 
|-
 
|-
{{AttackVersion|name=Vanish (No Attack)|subtitle=[M+H] during Sparking!|rowspan=2}}
+
{{AttackVersion|name=Vanish (No Attack)|subtitle=[M+H] during Sparking (Air OK)|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage= |kigain=-100 |prorate=
+
  |damage= |kigain=-100% |p1= |p2=
 
  |attribute= |guard= |smash=
 
  |attribute= |guard= |smash=
  |startup=7+4 |active= |recovery=Total 11 |frameAdv=
+
  |startup=7+4 [7+0] |active= |recovery=Total 11 [Total 7] |frameAdv=-11 [+11]
 
  |level= |blockstun= |groundHit= |airHit= |invul=4-8 All
 
  |level= |blockstun= |groundHit= |airHit= |invul=4-8 All
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
*Can only perform once per combo
+
*Can only be performed once per combo, attempting to do this again will get normal Vanish
*Character becomes airborne after super flash
+
*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
 
}}
 
}}
 
|}
 
|}
Line 143: Line 195:
 
{{FrameDataHeader-DBFZ}}
 
{{FrameDataHeader-DBFZ}}
 
|-
 
|-
{{AttackVersion|name=Super Dash|subtitle=H+S|rowspan=2}}
+
{{AttackVersion|name=Super Dash|subtitle=H+S (Air OK)|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=300 |kigain=8 |prorate=
+
  |damage=300 |kigain=8% |p1= |p2=
  |attribute=H2 |guard=All |smash=
+
  |attribute=H |guard=All |smash=
  |startup=21 |active= |recovery=10[+10 after landing] |frameAdv=0
+
  |startup=21 |active= |recovery=5 (See note) |frameAdv=±0
  |level= |blockstun= |groundHit= |airHit= |invul=1-End Ki blast
+
  |level=2 |blockstun=5 |groundHit=Launch |airHit=18 |invul=1-Recovery Ki Blasts
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
 +
*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
 
*Ground version becomes airborne on frame 5
*Hitbox doesn't become active until it gets very close to the opponent
+
*Removes all other added landing recovery
*Data in [ ] refers to recovery on whiff only
+
*Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff at some angles or clash with anything else: 0+10L; On whiff at some angles: 0; On block by Android barriers: 5+10L
 
}}
 
}}
 
|}
 
|}
Line 164: Line 218:
 
{{AttackVersion|name=Ki Charge |subtitle=L+S|rowspan=2}}
 
{{AttackVersion|name=Ki Charge |subtitle=L+S|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage= |kigain=50+ |prorate=
+
  |damage= |kigain=28.5~700% |p1= |p2=
 
  |attribute= |guard= |smash=
 
  |attribute= |guard= |smash=
  |startup=15 |active= |recovery=7 |frameAdv=
+
  |startup=15 |active=34~279 |recovery=7 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
+
  |level= |blockstun= |groundHit= |airHit= |invul=4-End Ki Blasts
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
*Minimum duration is 70F and gains 0.5 Ki Gauge
+
*Cancelable into Super Dash from frame 30
*The rate at which you gain Ki increases the longer you hold the button
+
*Can be done and held even at 7 Ki Gauges
*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
+
*Charge time (not counting recovery) to gain 1 Ki Gauge: 91F, 2 Ki: 127F, 3 Ki: 156F, 4 Ki: 180F, 5 Ki: 201F, 6 Ki: 220F, 7 Ki: 236F
 
}}
 
}}
 
|}
 
|}
Line 181: Line 235:
 
{{FrameDataHeader-DBFZ}}
 
{{FrameDataHeader-DBFZ}}
 
|-
 
|-
{{AttackVersion|name=Sparking Blast|subtitle=L+M+H+S|rowspan=2}}
+
{{AttackVersion|name=Sparking Blast|subtitle=L+M+H+S (Air OK)|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=0 |kigain=0 |prorate=
+
  |damage=0 |kigain=0% |p1= |p2=
  |attribute=P |guard=All |smash=
+
  |attribute=P3 |guard=All |smash=
  |startup=7+0 |active=0 |recovery=24 |frameAdv=-3[-1]
+
  |startup=7+0 [4+0] |active=0 |recovery=20 |frameAdv=-1
  |level= |blockstun= |groundHit= |airHit= |invul=1-15 All
+
  |level= |blockstun=15+2 |groundHit=Launch |airHit=18+2 {60+2 + GBounce} |invul=1-15 [1-12] All
}}
+
}}
{{Description|15|text=
+
{{Description|16|text=
*Data in [ ] refers to advantage when canceling landing recovery
+
*Removes all added landing recovery
 
*Character becomes airborne
 
*Character becomes airborne
*Super freeze lasts for 22F. Attack hits on 14F of freeze
+
*Values in [ ] are when canceled into from an attack
*Hitstop 3F
+
*Values in { } are when the opponent is in hitstun or untechable time
 +
*Fixed hitstun
 
}}
 
}}
 
|}
 
|}
Line 203: Line 258:
 
{{AttackVersion|name=Z Reflect|subtitle=4S|rowspan=2}}
 
{{AttackVersion|name=Z Reflect|subtitle=4S|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage= |kigain=7.5+ |prorate=
+
  |damage= |kigain=7.5%+ |p1= |p2=
 
  |attribute= |guard= |smash=
 
  |attribute= |guard= |smash=
 
  |startup=1 |active=22 |recovery=17 |frameAdv=
 
  |startup=1 |active=22 |recovery=17 |frameAdv=
 
  |level= |blockstun= |groundHit= |airHit= |invul=1-22 Non-throw
 
  |level= |blockstun= |groundHit= |airHit= |invul=1-22 Non-throw
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
 
*Invul through all blockable attacks except Sparking Blast
 
*Invul through all blockable attacks except Sparking Blast
 
*Removes residue throw invul like the 8f after exiting blockstun, hitstun etc.
 
*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
 
*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. Auto-reflect Projectiles: 12.5, others: 7.5, consecutive reflected projectiles don't give extra Ki
+
*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
 
*Hitstop 4F
 
}}
 
}}
Line 222: Line 277:
 
{{FrameDataHeader-DBFZ}}
 
{{FrameDataHeader-DBFZ}}
 
|-
 
|-
{{AttackVersion|name=Tag Guard Cancel|subtitle=6A1/A2 while in blockstun|rowspan=2}}
+
{{AttackVersion|name=Guard Cancel Change|subtitle=6A1/A2 while in blockstun|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=300 |kigain=-100 |prorate=
+
  |damage=300 |kigain=-100% |p1= |p2=
  |attribute=H2 |guard=All |smash=UDV
+
  |attribute=H |guard=All |smash=UDV
  |startup=21 |active= |recovery=Until landing[+10] |frameAdv=
+
  |startup=2+20 |active= |recovery=Until L+10 (See note) |frameAdv=-28
  |level= |blockstun= |groundHit= |airHit= |invul=1-End All
+
  |level=2 |blockstun=5 |groundHit=Launch |airHit=28 |invul=1-Close All, 1-Recovery Ki Blasts
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
*Has properties of a Super Dash
+
*If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends
*Fully invincible up to a certain proximity
+
*Hitbox doesn't become active until it gets very close to the opponent
*Data in [ ] refers to recovery on block and whiff
+
*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
 
}}
 
}}
 
|-
 
|-
{{AttackVersion|name=Solo Guard Cancel|subtitle=6A1/A2 while in blockstun|rowspan=2}}
+
{{AttackVersion|name=Guard Cancel|subtitle=6A1/A2 while in blockstun|rowspan=2}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=700 |kigain=-100 |prorate=
+
  |damage=700 |kigain=-100% |p1= |p2=
  |attribute=B2 |guard=All |smash=
+
  |attribute=B |guard=All |smash=
  |startup=1+15 |active=3 |recovery=25 |frameAdv=
+
  |startup=1+15 |active=3 |recovery=25 |frameAdv=-12
  |level= |blockstun= |groundHit= |airHit= |invul=1-18 All
+
  |level=2 |blockstun=15 |groundHit=Launch |airHit=18 |invul=1-18 All
 
}}
 
}}
{{Description|15|text=
+
{{Description|16|text=
*Disappears on frame 4
+
*Stays grounded, teleports to the opponent's back during the super freeze
*For most of the cast, this attack uses the hitbox and hurtbox of a 5H
+
*For most of the cast, uses hitbox and hurtbox of 5H
 
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| 15
 
| 15
 
| 15
 
| 15
|-
 
! [[Notation#Frame_Data_Related_Terms|Blockstun (Air)]]
 
| 17
 
| 17
 
| 21
 
| 21
 
| 21
 
 
|-
 
|-
 
! [[Notation#Frame_Data_Related_Terms|Hitstop]]
 
! [[Notation#Frame_Data_Related_Terms|Hitstop]]
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 +
*Air blocking adds 2F of blockstun
 +
*Landing while in blockstun adds an extra 4F of blockstun
  
 
==Navigation==
 
==Navigation==

Latest revision as of 17:07, 4 April 2020

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]

Character Comparisons[edit]

System Data[edit]

Movement Values[edit]

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
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 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
If these attacks finishe 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 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
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[edit]

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Ground Dragon Rush
L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
2.5%*5~8, 74.75%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
- - B Throw U1+
[UDV]
{UDV}
19 9 24 - 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
  • Fixed hitstun
Air Dragon Rush
j.L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
2.5%*5~8, 74.75%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
- - H Throw U1+
[UDV]
{UDV}
19 9 28+3L - 0 - Launch 18
[60 + Slide 29]
{60}
-
  • Removes all landing recovery on hit

Vanish[edit]

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Vanish (Attack)
M+H (Air OK)
850 -100% - - H All U2 7+9 [7+0] 3 23 +2 3 16 Launch 25 / 59 + WBounce 4-8 All
  • 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 (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 freeze until 11F after hold Vanish' recovery, unless the opponent gets hit during this period

Super Dash[edit]

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Super Dash
H+S (Air OK)
300 8% - - H All - 21 - 5 (See note) ±0 2 5 Launch 18 1-Recovery Ki Blasts
  • 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 at some angles or clash with anything else: 0+10L; On whiff at some angles: 0; On block by Android barriers: 5+10L

Ki Charge[edit]

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Ki Charge
L+S
- 28.5~700% - - - - - 15 34~279 7 - - - - - 4-End Ki Blasts
  • Cancelable into Super Dash from frame 30
  • Can be done and held even at 7 Ki Gauges
  • Charge time (not counting recovery) to gain 1 Ki Gauge: 91F, 2 Ki: 127F, 3 Ki: 156F, 4 Ki: 180F, 5 Ki: 201F, 6 Ki: 220F, 7 Ki: 236F

Sparking Blast[edit]

Version Damage Ki P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Sparking Blast
L+M+H+S (Air OK)
0 0% - - P3 All - 7+0 [4+0] 0 20 -1 - 15+2 Launch 18+2 {60+2 + GBounce} 1-15 [1-12] All
  • Removes all added landing recovery
  • Character becomes airborne
  • Values in [ ] are when canceled into from an attack
  • Values in { } are when the opponent is in hitstun or untechable time
  • Fixed hitstun

Z Reflect[edit]

Version Damage Ki P1 P2 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 P1 P2 Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Guard Cancel Change
6A1/A2 while in blockstun
300 -100% - - H All UDV 2+20 - Until L+10 (See note) -28 2 5 Launch 28 1-Close All, 1-Recovery Ki Blasts
  • 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 -100% - - B All - 1+15 3 25 -12 2 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
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun

Navigation[edit]

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

HUDControlsFrame Data & System DataPatch Notes


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