DBFZ/Frieza/Frame Data

From Dustloop Wiki
< DBFZ‎ | Frieza
Jump to: navigation, search

System Data[edit]

Health: 10,000

Prejump: 4F

Assist Cooldown:



Normal Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
5L 400 5 - B1 All - 6 3 13 -4 - - - - -
5LL 700 7 - B2 All - 10 4 16 -6 - - - - -
5LLL 400 / 0,1000 6 / 12 - P1 All U3+ 13 3 23 -5 - - - - -
5M 700 7 - B2 All - 13 5 17 -6 - - - - -
5H 150, 100*8 6, 1*8 - P1 All U1 13 - 46 (from first active frame) -12 - - - - -
5S 300*6 6*6 - P1 All - 11 2 [(11)1*6] 25 - - - - - -
2L 400 5 - F1 Low - 7 3 13 -4 - - - - -
2M 600*2 7*2 - F2 Low - 10 4(10)4 14 -2 - - - - -
2H 850 12 - P1 All - 17 3 31 -19 - - - - -
1S/2S/3S 700 6 - P1 All - 15 1 24 - - - - - -
6M 850 12 - B3 High - 24 6 10 0 - - - - -
j.L 400 5 - H1 High - 7 4 - - - - - - -
j.M 600*2 7*2 - H2 High - 7 2(7)3 - - - - - - -
j.H 850 / 1000 12 - H3 High D1+ 13 5 - - - - - - -
j.S 500*3 4*3 - P1 All - 15 6 - - - - - - -
j.2H 850 / 1000 12 - H3 All D1 18 5 - - - - - - -
j.2S 600 6 - P1 All - 14 - - - - - - - -

Special Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Death Slash
236L 1100 12 - P2 All - 14 5 26 -4 - - - - -
236M 1100 12 - P2 All - 18 5 30 -9 - - - - -
236H 1000*2 -100 - P2 All - 14 9 20 -5 - - - - -
You Might Not Survive This Time
236S 300,300*4 / 0,400,850 3,3*4 / 3,7,6 - P2 All U2 13 - - -20 - - - - -
j.236S 300,300*4 / 0,400,850 3,3*4 / 3,7,6 - P2 All U2 13 - - - - - - - -
Death Saucer
214S 700*2, 700*2 6*2, 6*2 - P2 All - 33 - - +2 - - - - -
Warp Smash
22S 900 12 - P1 All - 34 5 31 -3 - - - - 4-19 All

Assist[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Death Slash
A1/A2 800 0 - P2 All - 24 5 58 - - - - - -

Super Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Death Ball
236LM
or 236HS
20*N, 2600 -100 - P3 All UDV 8+4 - - - - - - - -
j.236LM
or j.236HS
20*N, 2600 -100 - P3 All UDV 7+4 - - - - - - - -
Nova Strike
214LM 4200 -300 - B5 High UDV 11+1 - - - - - - - -
j.214LM 4200 -300 - B5 High UDV 11+1 Until Landing - - - - - - -

Additional active frames based on altitude, invul from 1st frame to 6 frames after landing

You Must Die By My Hand!
Knocked Down > [HS] 480*10 -300 - P3 All UDV 39+2 45 - - - - - - -
Golden Frieza
214HS - -300 - - - - 34+0 - - - - - - - 1-34 All
Sorbet's Ray Gun
Golden Frieza ends > S 1200 -100 - P2 All UDV 8+0 - - - - - - - -

Hits during timestop.

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M (1-2) - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H (1-9) - - 2H 5S, 2S Sp
2H - - - 2S Sp
5S (1-6) - - 5H, 2H 2S Sp
2S - - 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL(1-2) [j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Sp
j.S (1-3) - - j.2H - Sp
j.2S - - j.2H - Sp
Golden Frieza
Ground Z Combo
L M H S Cancel
5L[2LL] 4LL, 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 4LL, 5LLL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL 4LL, 2L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2L[4LL] 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M 5L, 4LL, 2L, 2LL 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M (1-2) 5L, 4LL, 2L, 2LL 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H (1-9) 5L, 4LL, 2L, 2LL 5M, 2M, 6M 2H 5S, 2S Sp
2H 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H 5S, 2S Sp
5S (1-6) 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H, 2H 2S Sp
2S 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL(1-2) [j.4LL, j.M] j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L, j.4LL j.M j.2H j.S, j.2S Sp
j.2H j.L, j.4LL j.M j.H j.S, j.2S Sp
j.S (1-3) j.L, j.4LL j.M j.H, j.2H j.2S Sp
j.2S j.L, j.4LL j.M j.H, j.2H j.S Sp
  • j.LL acts like j.M with better reach, only comes out on air-to-air hit on the point character, and won't come out directly after j.L > j.4LL.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources[edit]

http://www.mediafire.com/file/ub3y734dwku3tp4/Frieza%20Hitboxes.mkv (rec. April 24, 2018)

Turtleon's Frame Data

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Frieza/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc