Difference between revisions of "DBFZ/Frame Data"

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(Super Dash)
(System Data)
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  |attribute=H6 |guard=Throw |smash=U1+ [UDV]
 
  |attribute=H6 |guard=Throw |smash=U1+ [UDV]
 
  |startup=19 |active=9 |recovery=28+3L [24] |frameAdv=
 
  |startup=19 |active=9 |recovery=28+3L [24] |frameAdv=
  |level= |blockstun= |groundHit=Launch |airHit=18 [60+29 Slide] |invul=
+
  |level= |blockstun= |groundHit=Launch |airHit=18 [60 + Slide 29] |invul=
 
}}
 
}}
 
|}
 
|}
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  |attribute=H3 |guard=All |smash=U2
 
  |attribute=H3 |guard=All |smash=U2
 
  |startup=7+9 [7+0] |active=3 |recovery=23 |frameAdv=+2
 
  |startup=7+9 [7+0] |active=3 |recovery=23 |frameAdv=+2
  |level= |blockstun=16 |groundHit=Launch |airHit=25 / 59 WBounce |invul=4-8 All
+
  |level= |blockstun=16 |groundHit=Launch |airHit=25 / 59 + WBounce |invul=4-8 All
 
}}
 
}}
 
{{Description|15|text=
 
{{Description|15|text=
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  |attribute=P4 |guard=All |smash=
 
  |attribute=P4 |guard=All |smash=
 
  |startup=7+0 [4+0] |active=1 |recovery=20 |frameAdv=-1
 
  |startup=7+0 [4+0] |active=1 |recovery=20 |frameAdv=-1
  |level= |blockstun=17 |groundHit=Launch |airHit=20 [62 GBounce] |invul=1-15 [1-12] All
+
  |level= |blockstun=17 |groundHit=Launch |airHit=20 [62 + GBounce] |invul=1-15 [1-12] All
 
  }}
 
  }}
 
{{Description|15|text=
 
{{Description|15|text=
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*Character becomes airborne
 
*Character becomes airborne
 
*Values in [ ] are when the opponent is in any hitstun
 
*Values in [ ] are when the opponent is in any hitstun
*Minimum untech: [62 GBounce]
+
*Minimum untech: [62 + GBounce]
 
}}
 
}}
 
|}
 
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Revision as of 13:33, 12 November 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, 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
22f total animation, fully invulnerable
Throw invulnerable 8f after teching
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

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

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Vanish (Attack)
M+H
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!
- -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

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Super Dash
H+S
300 8 - H2 All - 21 - 5; 0+10L; 0 0 - 5 Launch 18 1-End Ki blast
  • 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
  • Recoveries listed: On block; On whiff; On hit
  • During Sparking, knockback is reduced and becomes attack cancellable on block.

Ki Charge

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

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Sparking Blast
L+M+H+S
0 0 - P4 All - 7+0 [4+0] 1 20 -1 - 17 Launch 20 [62 + 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: [62 + GBounce]

Z Reflect

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

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 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 -100 - B2 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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System Explanations

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