DBFZ/Frieza/Frame Data: Difference between revisions

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*2M and j.M are cancellable on '''each''' hit.
*2M, j.LL and j.M are all cancellable on '''each''' hit.
*5[S] and j.[S] can be inputted by either holding down the buttons or pressing each shot individually, whichever way they still count as one move.
*5[S] and j.[S] can be inputted by either holding down the buttons or pressing each shot individually, whichever way they still count as one move.
*j.LL is a special tracking j.M that's only available on '''air-to-air''' hit.  
*j.LL is a special tracking j.M that's only available on '''air-to-air''' hit.  

Revision as of 17:24, 18 December 2018

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System Data

Health:

Prejump:

Assist Cooldown:


Normal Moves

Version 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.
400 All - 7 3 - - - 700 All - 10 5 - - - 900 All - 13 3 - - - 400 L - 8 3 - - - 700 All - 13 5 - - - 600, 600 L, L - 10 4(10)4 - - - 850 H - 24 6 - - - 870 (9 hits) All - 13 - - - - 850 All - 17 3 - - - 300 All - 11[11] - - - - 700 All - 15 - 25 - - 400 H - 7 4 - - - 600, 600 H, H - 8 3(8)3 - - - 850 H - 13 5 - - - 850 H - 18 5 - - - 500 All - 15 6(4)6(4)6 17 - - 600 All - 14 - 23 - -

Special Moves

Version 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.
Death Slash
1100 All - 14 5 30 - - 1100 All - 18 5 35 - - 1000 All - 14 9 23 - - You Might Not Survive This Time
1035 (3 hits) All - 17 - - - - 1035 (3 hits) All - 13 - - - - Death Saucer
700x4 All - 38 - - - - Warp Smash
900 All - 34 - - - 4-18

Assist

Version 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.
Death Slash
800 All - 32 5 - - -

Super Moves

Version 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.
Death Ball
24xN, 2000 All - 8+4 - - - - 24xN, 2000 All - 7+4 - - - - Nova Strike
4200 H - 12+1 6 - - 1-24 4200 H - 12+1 1+ - - All You Must Die By My Hand!
3444 All - 38+2 45 - - 1-45 Golden Frieza
- - - 1+0 - 4 - 1-3 Sorbet's Ray Gun
1200 All - 8+0 - - - -

Z Combo Table

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 - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - 2S Sp
5S - - 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[j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[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 - - j.2H - Sp
j.2S - - j.2H - Sp
Golden Frieza
Ground Z Combo
L M H S Cancel
5L 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 5LLL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL 2L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M 5L, 2L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M 5L, 2L 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H 5L, 2L 5M, 2M, 6M 2H 5S, 2S Sp
2H 5L, 2L 5M, 2M, 6M 5H 5S, 2S Sp
5S 5L, 2L 5M, 2M, 6M 5H, 2H 2S Sp
2S 5L, 2L 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.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.M[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 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
  • 2M, j.LL and j.M are all cancellable on each hit.
  • 5[S] and j.[S] can be inputted by either holding down the buttons or pressing each shot individually, whichever way they still count as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
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

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


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