Difference between revisions of "DBFZ/Frame Data"

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(System Data)
(Sparking Blast)
 
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Line 78: Line 78:
  
 
;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 22f, full invul
 +
:Get up in place: Total animation 15f, full invul
 +
 +
;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
  
 
===Dragon Rush===
 
===Dragon Rush===
Line 88: Line 103:
 
{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}}
 
{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
+
  |damage=120*8, 800 [500] |kigain=2.5*8, 66.75 [4] |prorate=
  |attribute=T |guard=Throw |smash=U1+ / UDV
+
  |attribute=B6 |guard=Throw |smash=U1+ [UDV]
 
  |startup=19 |active=9 |recovery=24 |frameAdv=
 
  |startup=19 |active=9 |recovery=24 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
+
  |level= |blockstun= |groundHit=Launch |airHit=18 [60] |invul=
 
  }}
 
  }}
 
|-
 
|-
 
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}}
 
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}}
 
  {{FrameData-DBFZ
 
  {{FrameData-DBFZ
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
+
  |damage=120*8, 800 [500] |kigain=2.5*8, 66.75 [4] |prorate=
  |attribute=T |guard=Throw |smash=U1+ / UDV
+
  |attribute=H6 |guard=Throw |smash=U1+ [UDV]
  |startup=19 |active=9 |recovery=28+3 after landing |frameAdv=
+
  |startup=19 |active=9 |recovery=28+3L [24] |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
+
  |level= |blockstun= |groundHit=Launch |airHit=18 [60 + Slide 29] |invul=
 
}}
 
}}
 
|}
 
|}
 
*Green flash on frame 7
 
*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
+
*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
 
*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===
 
===Vanish===
Line 111: Line 128:
 
{{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 |prorate=
 
  |attribute=H3 |guard=All |smash=U2
 
  |attribute=H3 |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= |blockstun=16 |groundHit=Launch |airHit=25 / 59 + WBounce |invul=4-8 All
 
}}
 
}}
 
{{Description|15|text=
 
{{Description|15|text=
*Minimum damage: 170
 
 
*Character becomes airborne after super flash
 
*Character becomes airborne after super flash
*Frame advantage listed is when opponent blocks Vanish on the ground
 
*Data in [ ] refers to advantage when canceling generic landing recovery
 
 
*Removes all other added landing recovery
 
*Removes all other added landing recovery
 +
*Values in [ ] are when the opponent is in any hitstun
 +
*Minimum damage: 170
 +
*Smash if it's cancelled into
 
}}
 
}}
 
|-
 
|-
{{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 |prorate=
 
  |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|15|text=
*Can only perform once per combo
+
*Can only be performed once per combo
 
*Character becomes airborne after super flash
 
*Character becomes airborne after super flash
 
*Removes all other added landing recovery
 
*Removes all other added landing recovery
 +
*Values in [ ] are when the opponent is in any hitstun
 +
*When the opponent is in any hitstun, everything will be frozen beside the character performing hold Vanish from the super flash until 11f after recovery, unless the opponent is hit again during this period
 
}}
 
}}
 
|}
 
|}
Line 145: Line 164:
 
{{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 |prorate=
 
  |attribute=H2 |guard=All |smash=
 
  |attribute=H2 |guard=All |smash=
  |startup=21 |active= |recovery=10[+10 after landing] |frameAdv=0
+
  |startup=21 |active= |recovery=5; 0; 10; 0+10L |frameAdv=0
  |level= |blockstun= |groundHit= |airHit= |invul=1-End Ki blast
+
  |level= |blockstun=5 |groundHit=Launch |airHit=18 |invul=1-Recovery Ki blast
 
}}
 
}}
 
{{Description|15|text=
 
{{Description|15|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
 
*Removes all other added landing recovery
*Data in [ ] refers to recovery on whiff only
+
*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
 
}}
 
}}
 
|}
 
|}
Line 174: Line 195:
 
{{Description|15|text=
 
{{Description|15|text=
 
*Minimum duration is 70F and gains 0.5 Ki Gauge
 
*Minimum duration is 70F and gains 0.5 Ki Gauge
*The rate at which you gain Ki increases the longer you hold the button
+
*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
 
*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
 
}}
 
}}
Line 184: Line 205:
 
{{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 |prorate=
  |attribute=P |guard=All |smash=
+
  |attribute=P4 |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|15|text=
*Data in [ ] refers to advantage when canceling generic landing recovery
+
*Removes all other added landing recovery
 
*Character becomes airborne
 
*Character becomes airborne
*Super freeze lasts for 22F. Attack hits on 14F of freeze
+
*Values in [ ] are when the opponent is in any hitstun
*Hitstop 3F
+
*Minimum untech: [60+2 + GBounce]
 
}}
 
}}
 
|}
 
|}
Line 215: Line 236:
 
*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 229: Line 250:
 
  |damage=300 |kigain=-100 |prorate=
 
  |damage=300 |kigain=-100 |prorate=
 
  |attribute=H2 |guard=All |smash=UDV
 
  |attribute=H2 |guard=All |smash=UDV
  |startup=21 |active= |recovery=Until landing[+10] |frameAdv=
+
  |startup=2+17 |active= |recovery=Until L+10; Until L; 0+10L |frameAdv=-28
  |level= |blockstun= |groundHit= |airHit= |invul=1-End All
+
  |level= |blockstun=5 |groundHit=Launch |airHit=28 |invul=1-Close All, 1-Recovery Ki blast
 
}}
 
}}
 
{{Description|15|text=
 
{{Description|15|text=
*Has properties of a Super Dash
+
*Hitbox doesn't become active until it gets very close to the opponent
*Fully invincible up to a certain proximity
+
*Startup: Point blank with back against the corner: 19f; Point blank midscreen: 22f
*Data in [ ] refers to recovery on block and whiff
+
*Recoveries listed: On block; On hit; On whiff
 +
*On hit, can only cancel into Vanish
 
}}
 
}}
 
|-
 
|-
Line 242: Line 264:
 
  |damage=700 |kigain=-100 |prorate=
 
  |damage=700 |kigain=-100 |prorate=
 
  |attribute=B2 |guard=All |smash=
 
  |attribute=B2 |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= |blockstun=15 |groundHit=Launch |airHit=18 |invul=1-18 All
 
}}
 
}}
 
{{Description|15|text=
 
{{Description|15|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
 
}}
 
}}
 
|}
 
|}

Latest revision as of 16:18, 20 November 2019

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 startup, airborne on frame 5, throw invulnerable 1-4
Attacks cancellable from frame 6
Air options available from frame 8
Backdash
15f total animation, fully throw invulnerable
Airdash forward
10f total animation
Attacks cancellable from frame 7
Airdash backward
15f total animation, throw invulnerable 1-15
Attacks cancellable from frame 7, the 15f of throw invul extends to cancelled attacks
Generic landing recovery
Able to block from frame 1
Attacks and forward dash cancellable 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
Attacks that remove landing recovery do so the moment they're used
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 22f, full invul
Get up in place: Total animation 15f, full invul
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

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
  • Minimum damage: 170
  • Smash if it's cancelled into
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
  • Character becomes airborne after super flash
  • Removes all other added landing recovery
  • Values in [ ] are when the opponent is in any hitstun
  • When the opponent is in any hitstun, everything will be frozen beside the character performing hold Vanish from the super flash until 11f after recovery, unless the opponent is hit again 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