< DBFZ
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{AttackVersion|name=Vanish (Attack)|subtitle=M+H|rowspan=2}} | {{AttackVersion|name=Vanish (Attack)|subtitle=M+H (Air OK)|rowspan=2}} | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage=850 |kigain=-100 |prorate= | |damage=850 |kigain=-100 |prorate= | ||
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}} | }} | ||
|- | |- | ||
{{AttackVersion|name=Vanish (No Attack)|subtitle=[M+H] during Sparking | {{AttackVersion|name=Vanish (No Attack)|subtitle=[M+H] during Sparking (Air OK)|rowspan=2}} | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage= |kigain=-100 |prorate= | |damage= |kigain=-100 |prorate= | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{AttackVersion|name=Super Dash|subtitle=H+S|rowspan=2}} | {{AttackVersion|name=Super Dash|subtitle=H+S (Air OK)|rowspan=2}} | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage=300 |kigain=8 |prorate= | |damage=300 |kigain=8 |prorate= | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{AttackVersion|name=Sparking Blast|subtitle=L+M+H+S|rowspan=2}} | {{AttackVersion|name=Sparking Blast|subtitle=L+M+H+S (Air OK)|rowspan=2}} | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage=0 |kigain=0 |prorate= | |damage=0 |kigain=0 |prorate= | ||
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}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
*For most of the cast, uses | *Stays grounded, teleports to the opponent's back during the super freeze | ||
*For most of the cast, uses hitbox and hurtbox of 5H | |||
}} | }} | ||
|} | |} |
Revision as of 16:27, 15 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
- 20f total animation, fully invulnerable
- Throw invulnerable 8f after teching
- Dragon Rush clash will force a back tech
- 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 |