< DBFZ
Line 80: | Line 80: | ||
:22f total animation, fully invulnerable | :22f total animation, fully invulnerable | ||
:Throw invulnerable 8f after teching | :Throw invulnerable 8f after teching | ||
;Ground Recovery | |||
:Up, back, forward tech: Total animation 22f, full invul | |||
:Get up in place: Total animation 15f, full invul | |||
;Soft knockdown | |||
:Auto recovers the moment they touch the ground | |||
:Holding {{2}} before touching the ground will lay down for 34f, can still choose recovery options afterward | |||
:Continue holding {{2}} will lay down for another 4f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options | |||
;Sliding knockdown | |||
:Can be hit OTG for #f after touching the ground (# vary between moves) | |||
:Lies down for the next 11f, then can choose recovery options | |||
:Holding {{2}} will lay down for another 6f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options | |||
===Dragon Rush=== | ===Dragon Rush=== |
Revision as of 15:16, 11 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
- Ground Recovery
- Up, back, forward tech: Total animation 22f, full invul
- Get up in place: Total animation 15f, full invul
- Soft knockdown
- Auto recovers the moment they touch the ground
- Holding Template:2 before touching the ground will lay down for 34f, can still choose recovery options afterward
- Continue holding Template:2 will lay down for another 4f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
- Sliding knockdown
- Can be hit OTG for #f after touching the ground (# vary between moves)
- Lies down for the next 11f, then can choose recovery options
- Holding Template:2 will lay down for another 6f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
Dragon Rush
- Green flash on frame 7
- Does 120*5, X by default. Holding L/M/H/S 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
- Values in [ ] are when the opponent is in any hitstun
- Minimum untech: [60]
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 |