< DBFZ
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;Air Recovery | ;Air Recovery | ||
: | :20f total animation, fully invulnerable | ||
:Throw invulnerable 8f after teching | :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 {{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=== | ||
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{{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}} | {{AttackVersion|name=Ground Dragon Rush|subtitle=L+M}} | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate= | |damage=120*8, 800 [500] |kigain=2.5*8, 66.75 [4] |prorate= | ||
|attribute=B6 |guard=Throw |smash=U1+ | |attribute=B6 |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=Launch |airHit=18 [60] |invul= | ||
}} | }} | ||
|- | |- | ||
{{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}} | {{AttackVersion|name=Air Dragon Rush|subtitle=j.L+M}} | ||
{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|damage=120*8, 800 |kigain=2.5*8, 66.75 |prorate= | |damage=120*8, 800 [500] |kigain=2.5*8, 66.75 [4] |prorate= | ||
|attribute=H6 |guard=Throw |smash=U1+ | |attribute=H6 |guard=Throw |smash=U1+ [UDV] | ||
|startup=19 |active=9 |recovery=28+ | |startup=19 |active=9 |recovery=28+3L [24] |frameAdv= | ||
|level= |blockstun= |groundHit= |airHit= |invul= | |level= |blockstun= |groundHit=Launch |airHit=18 [60 + Slide 29] |invul= | ||
}} | }} | ||
|} | |} | ||
*Green flash on frame 7 | *Green flash on frame 7 | ||
*Does 120*5, X by default. Holding | *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 | *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=== | ===Vanish=== | ||
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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= | ||
|attribute=H3 |guard=All |smash=U2 | |attribute=H3 |guard=All |smash=U2 | ||
|startup=7+9 [7+0] |active=3 |recovery=23 |frameAdv=+2 | |startup=7+9 [7+0] |active=3 |recovery=23 |frameAdv=+2 | ||
|level= |blockstun= | |level= |blockstun=16 |groundHit=Launch |airHit=25 / 59 + WBounce |invul=4-8 All | ||
}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
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*Values in [ ] are when the opponent is in any hitstun | *Values in [ ] are when the opponent is in any hitstun | ||
*Minimum damage: 170 | *Minimum damage: 170 | ||
* | *Smash if it's cancelled into | ||
}} | }} | ||
|- | |- | ||
{{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= | ||
|attribute=H2 |guard=All |smash= | |attribute=H2 |guard=All |smash= | ||
|startup=21 |active= |recovery=5; 0 | |startup=21 |active= |recovery=5; 0; 10; 0+10L |frameAdv=0 | ||
|level= |blockstun= | |level= |blockstun=5 |groundHit=Launch |airHit=18 |invul=1-Recovery Ki blast | ||
}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
*Hitbox doesn't become active until it gets very close to the opponent | |||
*Startup: Point blank: 21f; Fullscreen: 34f | |||
*Ground version becomes airborne on frame 5 | *Ground version becomes airborne on frame 5 | ||
*Removes all other added landing recovery | *Removes all other added landing recovery | ||
*Recoveries listed: On block | *Recoveries listed: On block; On hit; On clash with another Super Dash; On whiff or clash with anything else. Being blocked by Android barriers will also receive +10L | ||
*During Sparking, knockback is reduced and becomes attack cancellable on block | *During Sparking, knockback is reduced and becomes attack cancellable on block | ||
}} | }} | ||
|} | |} | ||
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{{Description|15|text= | {{Description|15|text= | ||
*Minimum duration is 70F and gains 0.5 Ki Gauge | *Minimum duration is 70F and gains 0.5 Ki Gauge | ||
*The rate at which you gain Ki increases the longer you hold | *The rate at which you gain Ki increases the longer you hold L/S | ||
*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 | *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 | ||
}} | }} | ||
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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= | ||
|attribute=P4 |guard=All |smash= | |attribute=P4 |guard=All |smash= | ||
|startup=7+0 [4+0] |active= | |startup=7+0 [4+0] |active=0 |recovery=20 |frameAdv=-1 | ||
|level= |blockstun= | |level= |blockstun=17 |groundHit=Launch |airHit=20 [62 + GBounce] |invul=1-15 [1-12] All | ||
}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
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*Character becomes airborne | *Character becomes airborne | ||
*Values in [ ] are when the opponent is in any hitstun | *Values in [ ] are when the opponent is in any hitstun | ||
*Minimum untech: [ | *Minimum untech: [62 + GBounce] | ||
}} | }} | ||
|} | |} | ||
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|damage=300 |kigain=-100 |prorate= | |damage=300 |kigain=-100 |prorate= | ||
|attribute=H2 |guard=All |smash=UDV | |attribute=H2 |guard=All |smash=UDV | ||
|startup= | |startup=2+17 |active= |recovery=Until L+10; Until L; 0+10L |frameAdv=-28 | ||
|level= |blockstun= |groundHit= |airHit= |invul=1- | |level= |blockstun=5 |groundHit=Launch |airHit=28 |invul=1-Close All, 1-Recovery Ki blast | ||
}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
* | *Hitbox doesn't become active until it gets very close to the opponent | ||
* | *Startup: Point blank with back against the corner: 19f; Point blank midscreen: 22f | ||
* | *Recoveries listed: On block; On hit; On whiff | ||
*On hit, can only cancel into Vanish | |||
}} | }} | ||
|- | |- | ||
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|damage=700 |kigain=-100 |prorate= | |damage=700 |kigain=-100 |prorate= | ||
|attribute=B2 |guard=All |smash= | |attribute=B2 |guard=All |smash= | ||
|startup=1+15 |active=3 |recovery=25 |frameAdv= | |startup=1+15 |active=3 |recovery=25 |frameAdv=-12 | ||
|level= |blockstun= |groundHit= |airHit= |invul=1-18 All | |level= |blockstun=15 |groundHit=Launch |airHit=18 |invul=1-18 All | ||
}} | }} | ||
{{Description|15|text= | {{Description|15|text= | ||
* | *Stays grounded, teleports to the opponent's back during the super freeze | ||
*For most of the cast, | *For most of the cast, uses hitbox and hurtbox of 5H | ||
}} | }} | ||
|} | |} |
Revision as of 16:54, 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 |