< DBFZ
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{{Description|14|text=*Ground version becomes airborne on 5F | {{Description|14|text=*Ground version becomes airborne on 5F | ||
}} | |||
|} | |||
===Vanish=== | |||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | |||
|- | |||
{{FrameDataHeader-DBFZ}} | |||
|- | |||
{{AttackVersion|name=Vanish (Attack)|subtitle=M+H|rowspan=2}} | |||
{{FrameData-DBFZ | |||
|damage=850 |level= |attribute= |guard=All | |||
|startup=7+9 |active=3 |recovery=23 |frameAdv=±0[+2] | |||
|invul=4-9 All |hitbox= | |||
}} | |||
{{Description|14|text= | |||
*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}} | |||
{{FrameData-DBFZ | |||
|damage= |level= |attribute= |guard= | |||
|startup=7+9 |active= |recovery=Total 16 |frameAdv= | |||
|invul= |hitbox= | |||
}} | |||
{{Description|14|text= | |||
*Character becomes airborne after super flash | |||
*Opponent is frozen from super flash until recovery | |||
}} | }} | ||
|} | |} |
Revision as of 19:49, 30 March 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
System Data
Movement Values
- Air Recovery (all directions)
- 20F, completely invincible
Dragon Rush
- Dragon Rush at minimum does 120*5, X.
- Holding any button during the animation will increase the damage up to 120*8, X.