< DBFZ
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*Frame advantage listed is when opponent blocks Vanish on the ground | *Frame advantage listed is when opponent blocks Vanish on the ground | ||
*Data in [ ] refers to advantage when canceling generic landing recovery | *Data in [ ] refers to advantage when canceling generic landing recovery | ||
*Removes | *Removes all other added landing recovery | ||
}} | }} | ||
|- | |- | ||
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*Can only perform once per combo | *Can only perform once per combo | ||
*Character becomes airborne after super flash | *Character becomes airborne after super flash | ||
*Removes | *Removes all other added landing recovery | ||
}} | }} | ||
|} | |} | ||
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*Ground version becomes airborne on frame 5 | *Ground version becomes airborne on frame 5 | ||
*Hitbox doesn't become active until it gets very close to the opponent | *Hitbox doesn't become active until it gets very close to the opponent | ||
*Removes | *Removes all other added landing recovery | ||
*Data in [ ] refers to recovery on whiff only | *Data in [ ] refers to recovery on whiff only | ||
}} | }} |
Revision as of 15:36, 17 October 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
Dragon Rush
- Green flash on frame 7
- 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
Super Dash
Ki Charge
Sparking Blast
Z Reflect
Guard Cancel
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 |