DBFZ/Gotenks/Frame Data

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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. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5 - - B All - 6 3 12 -3 - 11 16 16 -
5LL 700 7 - - B All - 10 3 18 -5 - 15 18 18 -
5LLL 1000 12 - - B All U3+ 14 (22 if 5LL whiffed) 9 25 0 (in air) - 26 Launch 34 -
2L 400 5 - - F Low - 7 3 13 -4 - 11 16 16 -
5M 700 7 - - B All - 9 6 16 -6 - 15 18 18 -
2M 700 7 - - F Low - 11 6 17 -7 - 15 Launch 23 -
6M 850 12 - - B High - 24 6 4+6L - - 15 18 23 -
5H 850 [1275] 12 - - B All U1 13 [40] 6 18 -8 [+1] - 15 Launch 23 / 39 -
  • Values in [] are for max charge
2H 850 12 - - B All U1+ 14 7 25+L -16 - 15 Launch 23 / 39 4-16 Head
5S 350*1~4 6 - - P1 All - 14 - 25 -4 - 21 24 26 -
j.L 300*3 2*3 - - H High [All] - 7 1(3)1(3)1 - - - 11 16 16 -
j.M 700 7 - - H High - 9 3 - - - 15 18 18 -
j.H 850 [1000] 12 - - H High D1+ 13 6 - - - 15 18 60 / 60 (slide) -
j.2H 850 12 - - H All U1+ 13 4 - - - 15 Launch 20 / 39 -
j.S 600 6 - - P1 All - 15 - +3L - - 21 24 26 -
j.6S 600 6 - - P1 All - 15 - +3L - - 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. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Miracle Super Punch
236L 100*4 - - - B All - 9 [2(2)]*3, 2 16 -2 - 15 18 18 -
[236L] 100*8 - - - B All - 9 [2(2)]*7, 2 16 -2 - 15 18 18 -
236M 50*8 - - - B All - 9 [2(2)]*7, 2 12 [16] whiff ~ +3 - 15 Launch 18 -
[236M] 50*16 - - - B All - 9 [2(2)]*15, 2 12 [16] whiff ~ +3 - 15 18 18 -
236H 50*8 -100 - - B All - 9 [2(2)]*7, 2 12 +3 - 15 18 18 -
[236H] 50*18 -100 - - B All - 9 [2(2)]*17, 2 12 +3 - 15 18 18 -
Great Special Rolling Kick
214L 40*7, 600 - - - B All - 10 14 (8) 2 19 -5 - 15 Launch - 10-23 P1
214M 40*11, 800 - - - H All U1+ 10 22 (8) 2 18 (airborne) - 15 Launch - 10-31 P1
214H 40*11, 800 -100 - - H All U1+ 10 56 (8) 2 18 -4 (airborne) - 15 Launch - 10-55 P1
j.214L 40*7, 500 - - - H All - 8 Until Landing (8) 2 19 -5 - 15 Launch - 8-Landing P1
j.214M 40*11, 600 - - - H All U1+ 8 22 (8) 2 18 -4 (airborne) - 15 Launch - 8-29 P1
j.214H 40*11, 600 -100 - - H All U1+ 8 83 (8) 2 18 -4 (airborne) - 15 Launch - 8-90 P1
Vengeful Shout
236S 262*5 - - - P2 All - 17 25 20+L -16+L - - Launch - -
j.236S 262*5 - - - P2 All - 17 25 21 - - - Launch - -
Galactic Donuts
214S 600*2 - - - P2 All U2 29 1 (29) 1 3 +5 - - Launch - -
DIE DIE Missile Barrage
j.214S 130*12 - - - P1 All - 12 [1(5)] *11, 1 36+5L - - - Launch - -

Z Assists[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. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A
Galactic Donuts
450*2 - - - Strike All - 55 1(30)1 - - - - - - -
Assist B - - - - - - - - - - - - - - - -
Assist C - - - - - - - - - - - - - - - -

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. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Super Ghost Kamikaze Attack
236LM 400*6 - - - Projectile Lvl 2 All - 9+4 [1(9)] *6 - - - - - - -
236HS 600*4 - - - Projectile Lvl 2 All - - - - - - - - - -
Charging Ultra Volleyball
214LM
or 214HS
3930 - - - Projectile Lvl 2.5? All - 9+3 - - - - - - - -

Beats lvl 2 projectiles, but loses to lvl 3s

Sources[edit]

http://www.mediafire.com/file/w3968a8930sdch1/Gotenks%20Hitboxes.mkv (rec. May 28, 2018)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Gotenks/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
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System Explanations

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