DBFZ/Frame Data: Difference between revisions

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==How to Read Frame Data==
==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 '''[[Using Frame Data|reading guide]]''' on 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 '''[[Using Frame Data|reading guide]]''' on Frame Data.
== Frame Data ==
 
==Frame Data==
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
[[File:DBFZ_Android16_Icon.png|100px|link=DBFZ/Android 16/Frame Data]]
[[File:DBFZ_Android16_Icon.png|100px|link=DBFZ/Android 16/Frame Data]]
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[[File:DBFZ_Beerus_Icon.png|100px|link=DBFZ/Beerus/Frame Data]]
[[File:DBFZ_Beerus_Icon.png|100px|link=DBFZ/Beerus/Frame Data]]
[[File:DBFZ_Broly_Icon.png|100px|link=DBFZ/Broly/Frame Data]]
[[File:DBFZ_Broly_Icon.png|100px|link=DBFZ/Broly/Frame Data]]
[[File:DBFZ_DBSBroly_Icon.png|100px|link=DBFZ/DBS Broly/Frame Data]]


<span class="no-icon" style="display:inline-block; width:100px;">[[DBFZ/DBS Broly/Frame Data|Broly (DBS)]]</span>
[[File:DBFZ_Ginyu_Icon.png|100px|link=DBFZ/Captain Ginyu/Frame Data]]  
[[File:DBFZ_Ginyu_Icon.png|100px|link=DBFZ/Captain Ginyu/Frame Data]]  
[[File:DBFZ_Cell_Icon.png|100px|link=DBFZ/Cell/Frame Data]]
[[File:DBFZ_Cell_Icon.png|100px|link=DBFZ/Cell/Frame Data]]
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[[File:DBFZ_TeenGohan_Icon.png|100px|link=DBFZ/Teen Gohan/Frame Data]]
[[File:DBFZ_TeenGohan_Icon.png|100px|link=DBFZ/Teen Gohan/Frame Data]]
[[File:DBFZ_AdultGohan_Icon.png|100px|link=DBFZ/Adult Gohan/Frame Data]]
[[File:DBFZ_AdultGohan_Icon.png|100px|link=DBFZ/Adult Gohan/Frame Data]]
[[File:DBFZ_Goku_Icon.png|100px|link=DBFZ/Goku/Frame Data]]


[[File:DBFZ_Goku_Icon.png|100px|link=DBFZ/Goku/Frame Data]]
[[File:DBFZ_SSGoku_Icon.png|100px|link=DBFZ/SS Goku/Frame Data]]
[[File:DBFZ_SSGoku_Icon.png|100px|link=DBFZ/SS Goku/Frame Data]]
[[File:DBFZ_SSBGoku_Icon.png|100px|link=DBFZ/SSB Goku/Frame Data]]
[[File:DBFZ_SSBGoku_Icon.png|100px|link=DBFZ/SSB Goku/Frame Data]]
[[File:DBFZ_GTGoku_Icon.png|100px|link=DBFZ/GT Goku/Frame Data]]  
[[File:DBFZ_GTGoku_Icon.png|100px|link=DBFZ/GT Goku/Frame Data]]  
<span class="no-icon" style="display:inline-block; width:100px;">[[DBFZ/UI Goku/Frame Data|Goku (Ultra Instinct)]]</span>
[[File:DBFZ_GokuBlack_Icon.png|100px|link=DBFZ/Goku Black/Frame Data]]
[[File:DBFZ_GokuBlack_Icon.png|100px|link=DBFZ/Goku Black/Frame Data]]
[[File:DBFZ_Gotenks_Icon.png|100px|link=DBFZ/Gotenks/Frame Data]]
[[File:DBFZ_Gotenks_Icon.png|100px|link=DBFZ/Gotenks/Frame Data]]
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[[File:DBFZ_Jiren_Icon.png|100px|link=DBFZ/Jiren/Frame Data]]
[[File:DBFZ_Jiren_Icon.png|100px|link=DBFZ/Jiren/Frame Data]]
[[File:DBFZ_Kefla_Icon.png|100px|link=DBFZ/Kefla/Frame Data]]
[[File:DBFZ_KidBuu_Icon.png|100px|link=DBFZ/Kid Buu/Frame Data]]
[[File:DBFZ_KidBuu_Icon.png|100px|link=DBFZ/Kid Buu/Frame Data]]
[[File:DBFZ_Krillin_Icon.png|100px|link=DBFZ/Krillin/Frame Data]]
[[File:DBFZ_Krillin_Icon.png|100px|link=DBFZ/Krillin/Frame Data]]
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[[File:DBFZ_Piccolo_Icon.png|100px|link=DBFZ/Piccolo/Frame Data]]
[[File:DBFZ_Piccolo_Icon.png|100px|link=DBFZ/Piccolo/Frame Data]]
[[File:DBFZ_Tien_Icon.png|100px|link=DBFZ/Tien Shinhan/Frame Data]]
[[File:DBFZ_Tien_Icon.png|100px|link=DBFZ/Tien Shinhan/Frame Data]]
[[File:DBFZ_Trunks_Icon.png|100px|link=DBFZ/Trunks/Frame Data]]
[[File:DBFZ_Trunks_Icon.png|100px|link=DBFZ/Trunks/Frame Data]]
[[File:DBFZ_Vegeta_Icon.png|100px|link=DBFZ/Vegeta/Frame Data]]
[[File:DBFZ_Vegeta_Icon.png|100px|link=DBFZ/Vegeta/Frame Data]]
[[File:DBFZ_SSVegeta_Icon.png|100px|link=DBFZ/SS Vegeta/Frame Data]]
[[File:DBFZ_SSVegeta_Icon.png|100px|link=DBFZ/SS Vegeta/Frame Data]]
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===Movement Values===
===Movement Values===
;Jump
;Jump
:4f startup, airborne on frame 5, throw invulnerable 1-4
:4f prejump, airborne on frame 5, throw invulnerable 1-4, can be cancelled with Specials and Supers
:Attacks cancellable from frame 6
:Normals available from frame 6
:Air options available from frame 8
: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
;Backdash
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;Airdash forward
;Airdash forward
:10f total animation
:10f total animation
:Attacks cancellable from frame 7
:Attacks available from frame 7


;Airdash backward
;Airdash backward
:15f total animation, throw invulnerable 1-15
:15f total animation, throw invulnerable 1-15
:Attacks cancellable from frame 7, the 15f of throw invul extends to cancelled attacks
:Attacks available from frame 7, the 15f of throw invul extends to cancelled attacks


;Generic landing recovery
;Generic landing recovery
:Able to block from frame 1
:The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents
:Attacks and forward dash cancellable from frame 2
:Can block from frame 1
:Attacks and forward dash available from frame 2
:Other movement options available from frame 4
:Other movement options available from frame 4


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:Full recovery that cannot be cancelled early
:Full recovery that cannot be cancelled early
:If multiple attacks with landing recovery were performed, the highest value will be used
: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
:Most attacks that remove landing recovery do so the moment they're performed


;Air Recovery
;Air Recovery
:22f total animation, fully invulnerable
: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
;Ground Recovery
:Up, back, forward tech: Total animation 22f, full invul
:Up, back, forward tech: Total animation 21f, full invul
:Get up in place: Total animation 15f, full invul
:Get up in place: Total animation 15f, full invul
:Throw invulnerable 8f after teching or get up in place


;Soft knockdown
;Soft knockdown
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:Lies down for the next 11f, then can choose recovery options
: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
: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
;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
: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 tech until after the animation has finished
:Wall splat/bounce: 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
:Attacks that put grounded opponent in a sliding or ground bounce state eats up the first 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.


===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 [500] |kigain=2.5*8, 66.75 [4] |prorate=
  |damage=120*5~8, 800, 300<br>[120*5~8, 500]<br>{120*5~8, 1000} |kigain=2.5*5~8, 74.75<br>[2.5*5~8, 4]<br>{2.5*5~8, 4} |prorate=
  |attribute=B6 |guard=Throw |smash=U1+ [UDV]
  |attribute=B |guard=Throw |smash=U1+<br>[UDV]<br>{UDV}
  |startup=19 |active=9 |recovery=24 |frameAdv=
  |startup=19 |active=9 |recovery=24 |frameAdv=
  |level= |blockstun= |groundHit=Launch |airHit=18 [60] |invul=
  |level=0 |blockstun= |groundHit=Launch |airHit=18<br>[60]<br>{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 [500] |kigain=2.5*8, 66.75 [4] |prorate=
  |damage=120*5~8, 800, 300<br>[120*5~8, 500]<br>{120*5~8, 1000} |kigain=2.5*5~8, 74.75<br>[2.5*5~8, 4]<br>{2.5*5~8, 4} |prorate=
  |attribute=H6 |guard=Throw |smash=U1+ [UDV]
  |attribute=H |guard=Throw |smash=U1+<br>[UDV]<br>{UDV}
  |startup=19 |active=9 |recovery=28+3L [24] |frameAdv=
  |startup=19 |active=9 |recovery=28+3L |frameAdv=
  |level= |blockstun= |groundHit=Launch |airHit=18 [60 + Slide 29] |invul=
  |level=0 |blockstun= |groundHit=Launch |airHit=18<br>[60 + Slide 29]<br>{60} |invul=
}}
}}
|}
|}
*Green flash on frame 7
*Cancellable from 5L on block/hit
*Does 120*5, X by default. Holding L/M/H/S during the animation will increase the damage up to 120*8, X
*Mid-combo DR travels further.
*Last hit's damage, Ki gain, and property depend on the version used
*Mid-combo DR last hit is special cancellable and jump/forward airdash cancellable during Sparking
*Can be broken by an attack inputted 4f before and after the frame it hits
*Green flash appears on frame 7. At point blank, the last frame the opponent can tech is frame 17 from the flash
*Holding L/M/H/S increases the amount of hits
*Values in [ ] are when the opponent is in any hitstun
*Values in [ ] are when the opponent is in any hitstun
*Minimum untech: [60]
*Values in { } are snapback version
*Fixed hitstun


===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=H |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=16 |groundHit=Launch |airHit=25 / 59 + WBounce |invul=4-8 All
  |level=3 |blockstun=16 |groundHit=Launch |airHit=25 / 59 + WBounce |invul=4-8 All
}}
}}
{{Description|15|text=
{{Description|15|text=
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*Removes all other added landing recovery
*Removes all other added landing recovery
*Values in [ ] are when the opponent is in any hitstun
*Values in [ ] are when the opponent is in any hitstun
*Cancellable from normals on block/hit/whiff, from specials on block/hit
*Smash if it's inputted during: 10f of strike hitstun, or 15f of projectile total hitstun + hitstop that only affects defender
*Special cancellable on Smash hit
*Minimum damage: 170
*Minimum damage: 170
*Smash if it's cancelled into
}}
}}
|-
|-
{{AttackVersion|name=Vanish (No Attack)|subtitle=[M+H] during Sparking!|rowspan=2}}
{{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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}}
}}
{{Description|15|text=
{{Description|15|text=
*Can only be performed once per combo
*Can only be performed once per combo, attempting to do this again will get normal Vanish
*Character becomes airborne after super flash
*While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super flash until 11f after hold Vanish' recovery, unless the opponent gets hit during this period
*Removes all other added landing recovery
*Values in [ ] are when the opponent is in any hitstun
*When the opponent is in any hitstun, everything will be frozen beside the character performing hold Vanish from the super flash until 11f after recovery, unless the opponent is hit again during this period
}}
}}
|}
|}
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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=H |guard=All |smash=
  |startup=21 |active= |recovery=5; 0+10L; 0 |frameAdv=0
  |startup=21 |active= |recovery=5 (See note) |frameAdv=0
  |level= |blockstun=5 |groundHit=Launch |airHit=18 |invul=1-End Ki blast
  |level=2 |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
*Hitbox doesn't become active until it gets very close to the opponent
*Removes all other added landing recovery
*Removes all other added landing recovery
*Recoveries listed: On block; On whiff; On hit
*Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff at some angles or clash with anything else: 0+10L; On whiff at some angles: 0; On block by Android barriers: 5+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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{{AttackVersion|name=Ki Charge |subtitle=L+S|rowspan=2}}
{{AttackVersion|name=Ki Charge |subtitle=L+S|rowspan=2}}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage= |kigain=50+ |prorate=
  |damage= |kigain=28.5%+ |prorate=
  |attribute= |guard= |smash=
  |attribute= |guard= |smash=
  |startup=15 |active= |recovery=7 |frameAdv=
  |startup=15 |active= |recovery=7 |frameAdv=
  |level= |blockstun= |groundHit= |airHit= |invul=
  |level= |blockstun= |groundHit= |airHit= |invul=4-End Ki Blasts
}}
}}
{{Description|15|text=
{{Description|15|text=
*Minimum duration is 70F and gains 0.5 Ki Gauge
*Cancellable into Super Dash from frame 30
*Minimum duration is 55F and gains 28.5% Ki Gauge
*The rate at which you gain Ki increases the longer you hold L/S
*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=1 |recovery=20 |frameAdv=-1
  |startup=7+0 [4+0] |active=0 |recovery=20 |frameAdv=-1
  |level= |blockstun=17 |groundHit=Launch |airHit=20 [62 + GBounce] |invul=1-15 [1-12] All
  |level= |blockstun=15+2 |groundHit=Launch |airHit=18+2 {60+2 + 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
*Values in [ ] are when cancelled into from an attack
*Minimum untech: [62 + GBounce]
*Values in { } are when the opponent is in any hitstun
*Fixed hitstun
}}
}}
|}
|}
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  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=300 |kigain=-100 |prorate=
  |damage=300 |kigain=-100 |prorate=
  |attribute=H2 |guard=All |smash=UDV
  |attribute=H |guard=All |smash=UDV
  |startup=21 |active= |recovery=Until landing[+10] |frameAdv=
  |startup=2+20 |active= |recovery=Until L+10 (See note) |frameAdv=-28
  |level= |blockstun= |groundHit= |airHit= |invul=1-End All
  |level=2 |blockstun=5 |groundHit=Launch |airHit=28 |invul=1-Close All, 1-Recovery Ki blast
}}
}}
{{Description|15|text=
{{Description|15|text=
*Has properties of a Super Dash
*If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends
*Fully invincible up to a certain proximity
*Hitbox doesn't become active until it gets very close to the opponent
*Data in [ ] refers to recovery on block and whiff
*Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences
*Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L
*On hit, can only cancel into Vanish
}}
}}
|-
|-
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  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |damage=700 |kigain=-100 |prorate=
  |damage=700 |kigain=-100 |prorate=
  |attribute=B2 |guard=All |smash=
  |attribute=B |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=2 |blockstun=15 |groundHit=Launch |airHit=18 |invul=1-18 All
}}
}}
{{Description|15|text=
{{Description|15|text=
*Disappears on frame 4
*Stays grounded, teleports to the opponent's back during the super freeze
*For most of the cast, this attack uses the hitbox and hurtbox of a 5H
*For most of the cast, uses hitbox and hurtbox of 5H
}}
}}
|}
|}

Revision as of 05:01, 26 February 2020

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, can be cancelled with Specials and Supers
Normals 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
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 tech until after the animation has finished
Wall splat/bounce: 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
Attacks that put grounded opponent in a sliding or ground bounce state eats up the first 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.

Dragon Rush

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.
Ground Dragon Rush
L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
Throw U1+
[UDV]
{UDV}
19 9 24 - -
Air Dragon Rush
j.L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
Throw U1+
[UDV]
{UDV}
19 9 28+3L - -
  • Cancellable from 5L on block/hit
  • Mid-combo DR travels further.
  • Mid-combo DR last hit is special cancellable and jump/forward airdash cancellable during Sparking
  • Can be broken by an attack inputted 4f before and after the frame it hits
  • Green flash appears on frame 7. At point blank, the last frame the opponent can tech is frame 17 from the flash
  • Holding L/M/H/S increases the amount of hits
  • Values in [ ] are when the opponent is in any hitstun
  • Values in { } are snapback version
  • Fixed hitstun

Vanish

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.
Vanish (Attack)
M+H (Air OK)
850 All U2 7+9 [7+0] 3 23 +2 4-8 All
  • Character becomes airborne after super flash
  • Removes all other added landing recovery
  • Values in [ ] are when the opponent is in any hitstun
  • Cancellable from normals on block/hit/whiff, from specials on block/hit
  • Smash if it's inputted during: 10f of strike hitstun, or 15f of projectile total hitstun + hitstop that only affects defender
  • Special cancellable on Smash hit
  • Minimum damage: 170
Vanish (No Attack)
[M+H] during Sparking (Air OK)
- - - 7+4 [7+0] - Total 11 [Total 7] -11 [+11] 4-8 All
  • Can only be performed once per combo, attempting to do this again will get normal Vanish
  • While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super flash until 11f after hold Vanish' recovery, unless the opponent gets hit during this period

Super Dash

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.
Super Dash
H+S (Air OK)
300 All - 21 - 5 (See note) 0 1-Recovery Ki blast
  • 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
  • Removes all other added landing recovery
  • Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff at some angles or clash with anything else: 0+10L; On whiff at some angles: 0; On block by Android barriers: 5+10L
  • During Sparking, knockback is reduced and becomes attack cancellable on block

Ki Charge

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.
Ki Charge
L+S
- - - 15 - 7 - 4-End Ki Blasts
  • Cancellable into Super Dash from frame 30
  • Minimum duration is 55F and gains 28.5% Ki Gauge
  • 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

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 (Air OK)
0 All - 7+0 [4+0] 0 20 -1 1-15 [1-12] All
  • Removes all other added landing recovery
  • Character becomes airborne
  • Values in [ ] are when cancelled into from an attack
  • Values in { } are when the opponent is in any hitstun
  • Fixed hitstun

Z Reflect

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.
Z Reflect
4S
- - - 1 22 17 - 1-22 Non-throw
  • Invul through all blockable attacks except Sparking Blast
  • Removes residue throw invul like the 8f after exiting blockstun, hitstun etc.
  • Successful reflect's recovery is throw invul and automatically reflects all further attack, including Sparking Blast
  • Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. Ki blasts: 12.5, other projectiles: 7.5, consecutive reflected projectiles don't give extra Ki
  • Hitstop 4F

Guard Cancel

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.
Tag Guard Cancel
6A1/A2 while in blockstun
300 All UDV 2+20 - Until L+10 (See note) -28 1-Close All, 1-Recovery Ki blast
  • If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences
  • Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L
  • On hit, can only cancel into Vanish
Solo Guard Cancel
6A1/A2 while in blockstun
700 All - 1+15 3 25 -12 1-18 All
  • Stays grounded, teleports to the opponent's back during the super freeze
  • For most of the cast, uses hitbox and hurtbox of 5H

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

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