DBFZ/Frame Data: Difference between revisions

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==System Data==
==System Data==
===Movement Values===
===Movement Values===
;Air Recovery (all directions)
;Jump
:20F, completely invincible
: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, throw invul extends to cancelled attacks until after the 15f duration
 
;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
:22f total animation, fully invulnerable
:Throw invulnerable 8f after teching


===Dragon Rush===
===Dragon Rush===
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  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
  |attribute=T |guard=Throw |smash=U1+ / UDV
  |attribute=T |guard=Throw |smash=U1+ / UDV
  |startup=19 |active=9 |recovery=28 |frameAdv=
  |startup=19 |active=9 |recovery=28+3 after landing |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=
}}
}}
|}
|}
*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 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
*Last hit's damage, Ki gain, and property depend on the version used
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  |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 |active=3 |recovery=23 |frameAdv=±0[+2]
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=4-8 All
}}
}}
{{Description|15|text=
{{Description|15|text=
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*Frame advantage listed is when opponent blocks Vanish on the ground
*Frame advantage listed is when opponent blocks Vanish on the ground
*Data in [ ] refers to advantage when canceling landing recovery
*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!|rowspan=2}}
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  |damage= |kigain=-100 |prorate=
  |damage= |kigain=-100 |prorate=
  |attribute= |guard= |smash=
  |attribute= |guard= |smash=
  |startup=7+9 |active= |recovery=Total 16 |frameAdv=
  |startup=7+4 |active= |recovery=Total 11 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=4-8 All
}}
}}
{{Description|15|text=
{{Description|15|text=
*Can only perform once per combo
*Can only perform once per combo
*Character becomes airborne after super flash
*Character becomes airborne after super flash
*Opponent is frozen from super flash until recovery
}}
}}
|}
|}


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  |damage=300 |kigain=8 |prorate=
  |damage=300 |kigain=8 |prorate=
  |attribute=H2 |guard=All |smash=
  |attribute=H2 |guard=All |smash=
  |startup=21 |active=1 |recovery=5 |frameAdv=2
  |startup=21 |active= |recovery=10[+10 after landing] |frameAdv=0
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=1-End Ki blast
}}
}}
{{Description|15|text=*Ground version becomes airborne on 5F
{{Description|15|text=
*Ground version becomes airborne on frame 5
*Hitbox doesn't become active until it gets very close to the opponent
*Hitbox doesn't become active until it gets very close to the opponent
*Data in [ ] refers to recovery on whiff only
}}
}}
|}
|}
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  |damage= |kigain=50+ |prorate=
  |damage= |kigain=50+ |prorate=
  |attribute= |guard= |smash=
  |attribute= |guard= |smash=
  |startup=14 |active=49-223 |recovery=7 |frameAdv=
  |startup=15 |active= |recovery=7 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=
}}
}}
{{Description|15|text=
{{Description|15|text=
*Minimum Ki Charge 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 the button
*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
}}
}}
|}
|}


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  |damage=0 |kigain=0 |prorate=
  |damage=0 |kigain=0 |prorate=
  |attribute=P |guard=All |smash=
  |attribute=P |guard=All |smash=
  |startup=4+0 |active=1 |recovery=20 |frameAdv=-3[-1]
  |startup=7+0 |active=0 |recovery=24 |frameAdv=-3[-1]
  |level= |blockstun= |groundHit= |airHit= |invul=1-12 All
  |level= |blockstun= |groundHit= |airHit= |invul=1-15 All
}}
}}
{{Description|15|text=
{{Description|15|text=
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*Super freeze lasts for 22F. Attack hits on 14F of freeze
*Super freeze lasts for 22F. Attack hits on 14F of freeze
*Hitstop 3F
*Hitstop 3F
}}
}}
|}
|}


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  |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 Reflect
  |level= |blockstun= |groundHit= |airHit= |invul=1-22 Non-throw
}}
}}
{{Description|15|text=
{{Description|15|text=
*Reflects all blockable attacks except Sparking Blast
*Invul through all blockable attacks except Sparking Blast
*''Actively'' throw vulnerable, even removing the 8f of throw invul one has after exiting blockstun/hitstun
*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. Auto-reflect Projectiles: 12.5, others: 7.5, consecutive reflected projectiles don't give extra Ki
*19F recovery on successful reflect (frames 1-20)
*18F recovery on successful reflect (frame 21)
*17F recovery on successful reflect (frame 22)
*Hitstop 4F
*Hitstop 4F
}}
}}
|}
|}


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  |damage=300 |kigain=-100 |prorate=
  |damage=300 |kigain=-100 |prorate=
  |attribute=H2 |guard=All |smash=UDV
  |attribute=H2 |guard=All |smash=UDV
  |startup= |active= |recovery= |frameAdv=
  |startup=21 |active= |recovery=Until landing[+10] |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=1-End All
}}
}}
{{Description|15|text=
{{Description|15|text=
*Has properties of a Super Dash
*Has properties of a Super Dash
*Fully invincible up to a certain proximity
*Fully invincible up to a certain proximity
}}
*Data in [ ] refers to recovery on block and whiff
}}
|-
|-
{{AttackVersion|name=Solo Guard Cancel|subtitle=6A1/A2 while in blockstun|rowspan=2}}
{{AttackVersion|name=Solo Guard Cancel|subtitle=6A1/A2 while in blockstun|rowspan=2}}
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}}
}}
{{Description|15|text=
{{Description|15|text=
*Disappears on frame 4
*For most of the cast, this attack uses the hitbox and hurtbox of a 5H
*For most of the cast, this attack uses the hitbox and hurtbox of a 5H
}}
}}
|}
|}



Revision as of 14:40, 17 October 2019

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

Character Comparisons

System Data

Movement Values

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, throw invul extends to cancelled attacks until after the 15f duration
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
22f total animation, fully invulnerable
Throw invulnerable 8f after teching

Dragon Rush

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Ground Dragon Rush
L+M
120*8, 800 Throw U1+ / UDV 19 9 24 - -
Air Dragon Rush
j.L+M
120*8, 800 Throw U1+ / UDV 19 9 28+3 after landing - -
  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Vanish (Attack)
M+H
850 All U2 7+9 3 23 ±0[+2] 4-8 All
  • 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
Vanish (No Attack)
[M+H] during Sparking!
- - - 7+4 - Total 11 - 4-8 All
  • Can only perform once per combo
  • Character becomes airborne after super flash

Super Dash

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Super Dash
H+S
300 All - 21 - 10[+10 after landing] 0 1-End Ki blast
  • Ground version becomes airborne on frame 5
  • Hitbox doesn't become active until it gets very close to the opponent
  • Data in [ ] refers to recovery on whiff only

Ki Charge

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Ki Charge
L+S
- - - 15 - 7 - -
  • Minimum duration is 70F and gains 0.5 Ki Gauge
  • The rate at which you gain Ki increases the longer you hold the button
  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Sparking Blast
L+M+H+S
0 All - 7+0 0 24 -3[-1] 1-15 All
  • Data in [ ] refers to advantage when canceling landing recovery
  • Character becomes airborne
  • Super freeze lasts for 22F. Attack hits on 14F of freeze
  • Hitstop 3F

Z Reflect

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Z Reflect
4S
- - - 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. Auto-reflect Projectiles: 12.5, others: 7.5, consecutive reflected projectiles don't give extra Ki
  • Hitstop 4F

Guard Cancel

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Tag Guard Cancel
6A1/A2 while in blockstun
300 All UDV 21 - Until landing[+10] - 1-End All
  • Has properties of a Super Dash
  • Fully invincible up to a certain proximity
  • Data in [ ] refers to recovery on block and whiff
Solo Guard Cancel
6A1/A2 while in blockstun
700 All - 1+15 3 25 - 1-18 All
  • Disappears on frame 4
  • For most of the cast, this attack uses the hitbox and hurtbox of a 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
Blockstun (Air) 17 17 21 21 21
Hitstop 6 8 11 14 16

Navigation

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