< DBFZ
(→Vanish) |
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Line 80: | Line 80: | ||
*Character becomes airborne after super flash | *Character becomes airborne after super flash | ||
*Opponent is frozen from super flash until recovery | *Opponent is frozen from super flash until recovery | ||
}} | |||
|} | |||
===Sparking Blash=== | |||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | |||
|- | |||
{{FrameDataHeader-DBFZ}} | |||
|- | |||
{{AttackVersion|name=Sparking Blast|subtitle=L+M+H+S|rowspan=2}} | |||
{{FrameData-DBFZ | |||
|damage=0 |level= |attribute= |guard=All | |||
|startup=4+0 |active=1 |recovery=20 |frameAdv=-3[-1] | |||
|blockstun=15 |groundHit= |aiHit= | |||
|invul=1-12 All |hitbox= | |||
}} | |||
{{Description|14|text= | |||
*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 | |||
}} | }} | ||
|} | |} |
Revision as of 19:50, 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.