DBFZ/Jiren/Frame Data: Difference between revisions

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{{#lsth:DBFZ/Jiren/Data|Nav}}
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{{TOC limit|3}}
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==[[DBFZ/System Data|System Data]]==
{{#lsth:DBFZ/Jiren/Data|SystemData}}
<br clear=all/>


==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=5L|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|5L Full}}
|-
{{AttackVersion|name=5LL|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|5LL Full}}
|-
{{AttackVersion|name=5LLL|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|5LLL Full}}
|-
{{AttackVersion|name=2L|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|2L Full}}
|-
{{AttackVersion|name=5M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|5M Full}}
|-
{{AttackVersion|name= 2M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|2M Full}}
|-
{{AttackVersion|name=6M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|6M Full}}
|-
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|5H Full}}
|-
{{AttackVersion|name=2H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|2H Full}}
|-
{{AttackVersion|name=5S|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|5S Full}}
|-
{{AttackVersion|name=j.L|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.L Full}}
|-
{{AttackVersion|name=j.M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.M Full}}
|-
{{AttackVersion|name=j.H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.H Full}}
|-
{{AttackVersion|name=j.2H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.2H Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.S Full}}
|}
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-DBFZ|version=yes}}
|-
! colspan=14 style="background: white;"|Infinity Rush
|-
{{AttackVersion|name=236L|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236L Full}}
|-
{{AttackVersion|name=236M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236M Full}}
|-
{{AttackVersion|name=236H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236H Full}}
|-
{{AttackVersion|name=j.236L|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.236L Full}}
|-
{{AttackVersion|name=j.236M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.236M Full}}
|-
{{AttackVersion|name=j.236H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|j.236H Full}}
|-
! colspan=14 style="background: white;"|Shock Tornado
|-
{{AttackVersion|name=214L|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|214L Full}}
|-
{{AttackVersion|name=214M|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|214M Full}}
|-
{{AttackVersion|name=214H|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|214H Full}}
|-
! colspan=14 style="background: white;"|Shock Tornado
|-
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236S Full}}
|-
! colspan=14 style="background: white;"|Counter Imapct
|-
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|214S Full}}
|}
==Assist==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-DBFZ|version=yes}}
|-
! colspan=14 style="background: white;"|Infinity Rush
|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|A1/A2 Full}}
|}
==Super Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-DBFZ|version=yes}}
|-
! colspan=14 style="background: white;"|Colossal Slash
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lsth:DBFZ/Jiren/Data|236HS Full}}
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{#lsth:DBFZ/Jiren/Data|j.236HS Full}}
|-
! colspan=14 style="background: white;"|Colossal Uppercut
|-
{{AttackVersion|name=236HS|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236HS Full}}
|-
! colspan=14 style="background: white;"|Blazing Magnetron
|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{#lsth:DBFZ/Jiren/Data|214HS Full}}
|}
==Sources==
==Navigation==
{{#lsth:DBFZ/Jiren/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Jiren/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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[[Category:DBS Broly]]
[[Category:Dragon Ball FighterZ]]

Revision as of 00:43, 2 March 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.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H
j.S

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.
Infinity Rush
236L
236M
236H
j.236L
j.236M
j.236H
Shock Tornado
214L
214M
214H
Shock Tornado
236S
Counter Imapct
236S

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.
Infinity Rush
A1/A2

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.
Colossal Slash
236LM
or 236HS
j.236LM
or j.236HS
Colossal Uppercut
236HS
Blazing Magnetron
214LM
or 214HS

Sources

Navigation

To edit frame data, edit values in DBFZ/Jiren/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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