DBFZ/Gotenks/Frame Data: Difference between revisions

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==[[DBFZ/System Data|System Data]]==
==[[DBFZ/System Data|System Data]]==
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Revision as of 07:57, 8 February 2019

System Data


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 - 6 3 - -3 - 700 All - 10 3 - -5 - 1000 All - 13 9 - -9 - 400 L - 7 3 - -4 - 700 All - 9 6 - -6 - 700 L - 11 6 - -7 - 850 H - 24 6 - 0 - 850 All - 13 6 - -8 - 850 All - 40 6 - 1 - 850 All - 14 7(2)2 - -19 - 350 All - 14 [1(9)] x4 - -4 - 300 H - 7 1(3)1(3)1 - - - 700 H - 9 3 - - - 850 H - 13 6 - - - 850 All - 13 4 - - - 600 All - 15 - - - -

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.
Miracle Super Punch
370 All - 9 2(2)2(2)2(2)2 - -5 - 730 All - 9 [2(2)] x8 - - - 365 All - 9 [2(2)] x4 - - - 635 All - 9 [2(2)] x8 - - - 365 [815 on hold] All - 9 [2(2)] x4 - 3 - 815 All - 9 [2(2)] x16 - - - Great Special Rolling Kick
661 All - 10 14(7)3 - -3 - 805 All - 10 22(7)3 - - - 913 All - 10 56(7)3 - - - - - - 8 N(7)2 - - - - - - 8 22(7)2 - - - - - - 8 82(7)3 - - - Vengeful Shout
1098 All - 17 20 - -19 - 1098 All - 16 25 - - - DIE DIE Missile Barrage
1078 All - 16 [1(5)] x12 - - - Galactic Donut
1080 All - 29 1(29)1 - 7 -

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.
Galactic Donut
765 All - 55 1(30)1 - - -

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.
SUPER GHOST KAMIKAZE ATTACK
2000 All - 9+4 [1(9)] x6 - - -
600x4 All - - - - - - CHARGING ULTRA BUU BUU VOLLEYBALL
3930 All - 9+3 - - - -

Sources

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

Navigation

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.


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