DBFZ/Goku/Frame Data

From Dustloop Wiki
< DBFZ‎ | Goku
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data[edit]


Normal Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5 - - B All - 6 3 13 -4 - 11 16 16 -
5LL 700 7 - - B All - 10 3 18 -5 - 15 Launch 19 -
5LLL 1000 12 - - B All U3+ 15 3 26 -4 - 23 Launch 34 -
2L 400 5 - - F All - 6 2 14 -4 - 11 17 17 -
5M 700 7 - - B All - 9 3 18 -5 - 15 19 19 -
2M 700 7 - - F Low - 10 6 21 -11 - 15 Launch 23 -
6M 850 12 - - B High - 24 6 4+6L 0 - 15 19 23 -
5H 850 12 - - B All U1 14 4 20 -8 - 15 Launch 23 / 39 -
2H 850 12 - - B All U1+ 14 3 30 -17 - 15 Launch 23 / 39 4-15 Head
5S 300*6 6*6 - - P1 All - 13 - 25 -4 - 21 24 26 -
2S 600 6 - - P1 All - 17 - 29 -8 - 21 Launch 26 -
2SS 600 6 - - P1 All - 15 - 29 -8 - 21 Launch 26 -
2SSS 1000 12 - - H All D1 21 Until Landing 18 -5 - 15 Launch - -
j.L 400 5 - - H High - 6 3 - - - 11 17 17 -
j.M 700 7 - - H High - 10 3 - - - 15 19 19 -
j.H 850 / 1000 12 - - H High D1+ 13 4 - - - 15 19 - -
j.2H 850 12 - - H High U1+ 11 4 - - - 15 Launch 23 / 39 -
j.S 600 6 - - P1 All - 13 - - - - 21 24 26 -

Special Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Heavy Elbow
236L 900 12 - - B All - 10 6 19 -5 (forced) - 15 19 19 -
236M 1100 12 - - B All U1+ 26 8 20 -5 (forced) - - Launch - 4-11 All
236H 1300 -100 - - B All U1+ 18 10 20 -5 (forced) - - Launch - 4-11 All
j.236L 900 12 - - H All - 10 6 19 -5 (forced) - 15 19 19 -
j.236M 1100 12 - - H All U1+ 26 8 20 -5 (forced) - - Launch - 4-11 All
j.236H 1300 -100 - - H All U1+ 18 10 20 -5 (forced) - - Launch - 4-11 All
Back Throw
214L 700 12 - - T Throw U2 20 1 25 - - - Launch - -
214M 700, 850 12 / 12,12 - - T Throw D1, U2 24-31 1 25 - - - Launch - -
214H 700, 900 -100 - - T Throw U1+ 24-31 1 19 - - - Launch - -
Kamehameha
236S 1000 12 - - P2 All - 18 17 18 -9 (forced) - 22+9 Launch - -
j.236S 1000 12 - - P2 All - 18 17 27 - - 22+9 Launch - -
Everyone, lend me your energy!
214S - 36.5~45 - - - - - - - Total: 41~94 - - - - - -
Spirit Bomb
Energy > 214S
Level 1
1000 / 0,50*18,1200 12 / 12,2.5*19 - - P2 All U2+ 21 - 33-50 -1 - - - - -
Energy > 214S
Level 2
1000 / 0,60*24,1200 12 / 12,2.5*25 - - P2 All U2+ 21 - 33-50 -1 - - - - -
Energy > 214S
Level 3
1000 / 0,70*30,1200 12 / 12,2.5*31 - - P2 All U2+ 21 - 33-50 -1 - - - - -

Z Assist[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A
5LLL
800 - - - B All - 29 3 48 37 - 37 Launch 55 -
Assist B - - - - - - - 19 - - - - - - - -
Assist C - - - - - - - 34 - - 32 - 32 - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Kaioken
236LM or 236HS - -100 - - - - - 9+0 - - - - - - - 5-9 All
5L Followup 600 0 - - - All UDV 13 - - -29 (forced) - - - - -
2L Followup 600 0 - - - High UDV 25 - - -34 (forced) - - - - -
5M Followup 600 0 - - - All UDV 28 - - -34 (forced) - - - - 5-23 All
2M Followup 600 0 - - - Low UDV 15 10 - -34 (forced) [-33] - - - - -
5H Followup 700 0 - - T Throw UDV 33 - - - - - - - -
5S Followup 650 0 - - P2 All UDV 9 - - -31 - - - - -
2S Followup 650 0 - - P2 All UDV 9 - - -34 - - - - -
LM Followup 600, 1800 0 - - P2 All UDV 19 - - -36 - - - - 1-22 All
HS Followup Level 1 250*15 [250*14] -100 - - P2 All UDV 1+3 - - -40 - - - - 1-11 All
HS Followup Level 2 250*20 -100 - - P2 All UDV 1+1 - - -42 - - - - 1-9 All
Super Spirit Bomb
214LM or 214HS See below -300 - - P3 All UDV 7+1 - - -11 - - - - 1-61 All
j.214LM or j.214HS See below -300 - - P3 All UDV 7+1 - - -11 - - - - 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[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Goku/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