DBFZ/Frame Data

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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 Template:2 before touching the ground will lay down for 34f, can still choose recovery options afterward
Continue holding Template: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 Template: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

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 [500] Throw U1+ [UDV] 19 9 24 - -
Air Dragon Rush
j.L+M
120*8, 800 [500] Throw U1+ [UDV] 19 9 28+3L [24] - -
  • 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

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 [7+0] 3 23 +2 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!
- - - 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

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 - 5; 0+10 After landing; 0 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
  • 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

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 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

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 [4+0] 1 20 -1 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

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. Ki blasts: 12.5, other projectiles: 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

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