< DBFZ
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
- Cancellable from 5L on block/hit
- Mid-combo DR last hit is special cancellable and jump 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 |
| ||||||||||||||
Vanish (No Attack) [M+H] during Sparking (Air OK) |
- | - | - | 7+4 [7+0] | - | Total 11 [Total 7] | -11 [+11] | 4-8 All |
|
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 |