DBFZ/Frame Data: Difference between revisions

From Dustloop Wiki
(22 intermediate revisions by 4 users not shown)
Line 27: Line 27:
[[File:DBFZ_Gotenks_Icon.png|100px|link=DBFZ/Gotenks/Frame Data]]
[[File:DBFZ_Gotenks_Icon.png|100px|link=DBFZ/Gotenks/Frame Data]]
[[File:DBFZ_Hit_Icon.png|100px|link=DBFZ/Hit/Frame Data]]
[[File:DBFZ_Hit_Icon.png|100px|link=DBFZ/Hit/Frame Data]]
[[File:DBFZ_Janemba_Icon.png|100px|Janemba|link=DBFZ/Janemba]]


[[File:DBFZ_Jiren_Icon.png|100px|link=DBFZ/Jiren/Frame Data]]
[[File:DBFZ_Jiren_Icon.png|100px|link=DBFZ/Jiren/Frame Data]]
Line 60: Line 61:
{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}}
{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=120*5~8, 500~1000 |kigain=2.5*5~8, 4~68 |prorate=
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
  |attribute=T |guard=Throw |smash=U+
  |attribute=T |guard=Throw |smash=U1+ / UDV
  |startup=19 |active=9 |recovery=24 |frameAdv=
  |startup=19 |active=9 |recovery=24 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=
Line 68: Line 69:
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}}
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=120*5~8, 500~1000 |kigain=2.5*5~8, 4~68 |prorate=
  |damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate=
  |attribute=T |guard=Throw |smash=U+
  |attribute=T |guard=Throw |smash=U1+ / UDV
  |startup=19 |active=9 |recovery=Until Landing |frameAdv=
  |startup=19 |active=9 |recovery=28 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=
  }}
  }}
|}
|}
*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


===Vanish===
===Vanish===
Line 84: Line 86:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=850 |kigain=-100 |prorate=
  |damage=850 |kigain=-100 |prorate=
  |attribute=H |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=
}}
}}
{{Description|15|text=
{{Description|15|text=
*Minimum damage: 170
*Character becomes airborne after super flash
*Character becomes airborne after super flash
*Frame advantage listed is when opponent blocks Vanish on the ground
*Frame advantage listed is when opponent blocks Vanish on the ground
Line 102: Line 105:
}}
}}
{{Description|15|text=
{{Description|15|text=
*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
*Opponent is frozen from super flash until recovery
Line 115: Line 119:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=300 |kigain=8 |prorate=
  |damage=300 |kigain=8 |prorate=
  |attribute=H |guard=All |smash=
  |attribute=H2 |guard=All |smash=
  |startup=20 |active= |recovery=5 |frameAdv=2
  |startup=21 |active=1 |recovery=5 |frameAdv=2
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=
}}
}}
{{Description|15|text=*Ground version becomes airborne on 5F
{{Description|15|text=*Ground version becomes airborne on 5F
}}
*Hitbox doesn't become active until it gets very close to the opponent
}}
|}
|}


Line 150: Line 155:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=0 |kigain=0 |prorate=
  |damage=0 |kigain=0 |prorate=
  |attribute=B |guard=All |smash=
  |attribute=P |guard=All |smash=
  |startup=4+0 |active=1 |recovery=20 |frameAdv=-3[-1]
  |startup=4+0 |active=1 |recovery=20 |frameAdv=-3[-1]
  |level= |blockstun= |groundHit= |airHit= |invul=1-12 All
  |level= |blockstun= |groundHit= |airHit= |invul=1-12 All
Line 175: Line 180:
}}
}}
{{Description|15|text=
{{Description|15|text=
*Reflects all blockable attacks
*Reflects all blockable attacks except Sparking Blast
*Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. P1: 12.5, P2 and above: 7.5, consecutive reflected projectiles don't give extra Ki
*''Actively'' throw vulnerable, even removing the 8f of throw invul one has after exiting blockstun/hitstun
*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
*19F recovery on successful reflect (frames 1-20)
*19F recovery on successful reflect (frames 1-20)
*18F recovery on successful reflect (frame 21)
*18F recovery on successful reflect (frame 21)
Line 192: Line 199:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=300 |kigain=-100 |prorate=
  |damage=300 |kigain=-100 |prorate=
  |attribute=H |guard=All |smash=
  |attribute=H2 |guard=All |smash=UDV
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=
Line 204: Line 211:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=700 |kigain=-100 |prorate=
  |damage=700 |kigain=-100 |prorate=
  |attribute=B |guard=All |smash=
  |attribute=B2 |guard=All |smash=
  |startup= |active= |recovery= |frameAdv=
  |startup=1+15 |active=3 |recovery=25 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=1-18 All
}}
}}
{{Description|15|text=
{{Description|15|text=
*Has some start-up invincibility
*For most of the cast, this attack uses the hitbox and hurtbox of a 5H
*For most of the cast, this attack uses the animation of a 5H
  }}
  }}
|}
|}

Revision as of 09:02, 25 August 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

Air Recovery (all directions)
20F, completely invincible

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 - -
  • 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] -
  • 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+9 - Total 16 - -
  • Can only perform once per combo
  • Character becomes airborne after super flash
  • Opponent is frozen from super flash until recovery

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 1 5 2 -
  • Ground version becomes airborne on 5F
  • Hitbox doesn't become active until it gets very close to the opponent

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
- - - 14 49-223 7 - -
  • Minimum Ki Charge 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 - 4+0 1 20 -3[-1] 1-12 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 Reflect
  • Reflects all blockable attacks except Sparking Blast
  • Actively throw vulnerable, even removing the 8f of throw invul one has after exiting blockstun/hitstun
  • 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
  • 19F recovery on successful reflect (frames 1-20)
  • 18F recovery on successful reflect (frame 21)
  • 17F recovery on successful reflect (frame 22)
  • 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 - - - - -
  • Has properties of a Super Dash
  • Fully invincible up to a certain proximity
Solo Guard Cancel
6A1/A2 while in blockstun
700 All - 1+15 3 25 - 1-18 All
  • 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

Template:Navbar-DBFZ