< DBFZ
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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=2+ | |startup=2+20 |active= |recovery=Until L+10; Until L; 0+10L |frameAdv=-28 | ||
|level= |blockstun=5 |groundHit=Launch |airHit=28 |invul=1-Close All, 1-Recovery Ki blast | |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 | *Hitbox doesn't become active until it gets very close to the opponent | ||
*Startup: Point blank with back against the corner: | *Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences | ||
*Recoveries listed: On block; On hit; On whiff | *Recoveries listed: On block; On hit; On whiff | ||
*On hit, can only cancel into Vanish | *On hit, can only cancel into Vanish |
Revision as of 15:11, 14 December 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 prejump, airborne on frame 5, throw invulnerable 1-4
- Attacks available from frame 6
- Airdash available from frame 8
- Double jump available from frame 9
- Super jump's visual effect won't appear if an attack is performed on frame 6
- Forward dash
- Total animation: 22~82f
- Jump available from from frame 1
- Can block from frame 1
- Attacks available from frame 5
- Backdash
- 15f total animation, fully throw invulnerable
- Airdash forward
- 10f total animation
- Attacks available from frame 7
- Airdash backward
- 15f total animation, throw invulnerable 1-15
- Attacks available from frame 7, the 15f of throw invul extends to cancelled attacks
- Generic landing recovery
- The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents
- Can block from frame 1
- Attacks and forward dash available 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
- Most attacks that remove landing recovery do so the moment they're performed
- 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 21f, full invul
- Get up in place: Total animation 15f, full invul
- Throw invulnerable 8f after teching or get up in place
- 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
- Hard knockdown
- Can't be hit OTG, can't choose recovery options and is forced to get up in place immediately
- Generic hard knockdown lays down for 34f before getting up
- Bounce effects and cinematic hits
- Bounce effects' animations are included in total amount of untech time, however, if untech runs out in the middle of these effects, the opponent can't actually tech until after the animation has finished
- Wall bounce/splat: sticks to the wall for 6f before bouncing out
- Ground bounce: sticks to the ground for 5f before bouncing up, can be hit OTG, the last 2f has really low hurtbox
- Cinematic hit eats up 1f of untech time
- Attacks that put grounded opponent in a sliding or ground bounce state also eats up 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.
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 |