< DBFZ
Line 188: | Line 188: | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage=0 |kigain=0 |prorate= | |damage=0 |kigain=0 |prorate= | ||
|attribute= | |attribute=P4 |guard=All |smash= | ||
|startup=7+0 |active= | |startup=7+0 [4+0] |active=1 |recovery=20 |frameAdv=-1 | ||
|level= |blockstun= |groundHit= |airHit= |invul=1-15 All | |level= |blockstun=18 |groundHit=Launch |airHit=21 [63 GBounce] |invul=1-15 [1-12] All | ||
}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
*Removes all other added landing recovery | *Removes all other added landing recovery | ||
*Character becomes airborne | *Character becomes airborne | ||
* | *Values in [ ] are when the opponent is in any hitstun | ||
}} | }} | ||
|} | |} |
Revision as of 16:12, 6 November 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
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 |
|
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 |