DBFZ/Goku/Frame Data

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< DBFZ‎ | Goku
 Goku

Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


Attack Level Values
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
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 13 -4 11 16 16
5LL 700 All 7 3 18 -5 15 Launch 19
5LLL 1000 U3+ All 15 3 26 -4 23 Launch 34
5M 700 All 9 3 18 -5 15 19 19
5H 850 U1 All 14 4 20 -8 15 Launch 23 / 39
5S 300×6 All 13 25 -4 21 24 26
2L 400 All 6 2 14 0 11 17 17
2M 700 Low 10 6 21 -11 15 Launch 23
2H 850 U1+ All 14 3 30 -17 4-15 Head 15 Launch 23 / 39
2S 700 All 17 29 -8 21 Launch 26
2SS 700 All 15 29 -8 21 Launch 26
2SSS 1200 D1 High 21 Until Landing 18 -5 15 Launch
6M 850 High 24 6 4+6L 0 15 19 23
j.L 400 High 6 3 11 17 17
j.M 700 High 10 3 15 19 19
j.H 850 / 1000 D1+ [D3+] High 13 4 15 19
j.S 600 All 12 21 24 26
j.2H 850 U1+ High 11 4 15 Launch 23 / 39

Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
j.2M Drop Down Shot 900 D1 High 15 Until Landing 76 -16 3 15 Slide
236L L Heavy Elbow 900 All 10 6 19 -5 (forced) 15 19 19
236M M Heavy Elbow 1100 U1+ All 26 8 20 -5 (forced) 4-11 All Launch
236H H Heavy Elbow 1300 U1+ All 18 10 20 -5 (forced) 4-11 All Launch
j.236L Air L Heavy Elbow 900 All 10 6 19 15 19 19
j.236M Air M Heavy Elbow 1100 U1+ All 26 8 20 4-11 All Launch
j.236H Air H Heavy Elbow 1300 U1+ All 17 10 20 4-11 All Launch
214L L Back Throw 700 U2 Throw 20 1 25 Launch
214M M Back Throw 700, 850 U2, D1 Throw 22 8 25 Launch
214H H Back Throw 700, 1000 U1+ Throw 20 8 19 Launch
236S Kamehameha 1000 All 18 17 18 -9 (forced) 22+9 Launch
j.236S Air Kamehameha 1000 All 18 17 27 22+9 Launch
214S Everyone, lend me your energy! Total 41~89
214S 214S Level 1 Spirit Bomb (Level 1) 1000 / 0,50×18,1200 U3+ All 21 33-50 +3
214S 214S Level 2 Spirit Bomb (Level 2) 1000 / 0,60×24,1200 U3+ All 21 33-50 +3
214S 214S Level 3 Spirit Bomb (Level 3) 1000 / 0,70×30,1200 U3+ All 21 33-50 +3

Z Assist

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Energy Shockwave 800 All 28 3 48 +37 37 Launch 55
Assist B Everyone, lend me your energy! 18 25
Assist C Kamehameha 800, 280 33 [20] 17 +32 32

Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Kaioken 9+0 5-9 All
Kaioken 5L 600 UDV All 13 -7
Kaioken 5M 600 UDV All 28 -34 5-23 All
Kaioken 5H 700 UDV Throw 27 1-?? Guard All
Kaioken 5S 650 UDV All 9 -31
Kaioken 2L 600 UDV High 22 -34
Kaioken 2M 600 UDV Low 15 10 -34 [-33]
Kaioken 2S 650 UDV All 9 -34
Kaioken L+M Kaioken Finisher 600, 1800 UDV All 19 -36 1-22 All
Kaioken H+S Level 1 x3 Kaioken Kamehameha 250×15 [250×14] UDV All 1+3 Total 9+124 -40 1-11 All
Kaioken H+S Level 2 x20 Kaioken Kamehameha 250×20 UDV All 1+1 -42 1-9 All
214L+M Super Spirit Bomb 60×N, 5200 UDV All 7+1 -11 1-End All [1-61 All]
j.214L+M Air Super Spirit Bomb 60×N, 5200 UDV All 7+1 -11 1-End All [1-61 All]
Super Spirit Bomb damage
Hit Count Raw (First hit applies scaling) Minimum
1 5200 1872
2 60, 4680 12, 1872
3 - 16 60, 54*1-14, 4680 12*14-15, 1872
17 - 31 60, 54*14, 36*1-15, 4185 12*15, 8*1-15, 1767
32 - 60 60, 54*14, 36*15, 18*1-29, 4005 12*15, 8*15, 4*1-29, 1691
61+ 60, 54*14, 36*15, 18*29, 9*1+, 3960 12*15, 8*15, 4*29, 2*1+, 1672
DBFZ Goku SpiritBombDamage.png


Sources

Navigation

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To edit frame data, edit values in DBFZ/Goku/Data.
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Application & Advanced Information
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