DBFZ/Gotenks/Frame Data

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System Data


Normal Moves

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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L
5LL
5LLL
2L
5M
2M
6M
5H
  • Values in [] are for max charge
2H
5S
j.L
j.M
j.H
j.2H
j.S
j.6S

Special Moves

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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Miracle Super Punch
236L
[236L]
236M
[236M]
236H
[236H]
Great Special Rolling Kick
214L
214M
214H
j.214L
j.214M
j.214H Vengeful Shout
236S
j.236S DIE DIE Missile Barrage
j.214S Galactic Donut
214S

Assist

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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Galactic Donut
A1/A2

Super Moves

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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
SUPER GHOST KAMIKAZE ATTACK
236LM
236HS CHARGING ULTRA BUU BUU VOLLEYBALL
214LM
or 214HS

Beats lvl 2 projectiles, but loses to lvl 3s

Sources

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

Navigation


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
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc