DBFZ/Jiren/Frame Data: Difference between revisions

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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"|Infinity Rush
! colspan=16 style="background: white;"|Infinity Rush
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{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
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{{#lsth:DBFZ/Jiren/Data|j.236H Full}}
{{#lsth:DBFZ/Jiren/Data|j.236H Full}}
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! colspan=14 style="background: white;"|Shock Tornado
! colspan=16 style="background: white;"|Shock Tornado
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|-
{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
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{{#lsth:DBFZ/Jiren/Data|214H Full}}
{{#lsth:DBFZ/Jiren/Data|214H Full}}
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! colspan=14 style="background: white;"|Shock Tornado
! colspan=16 style="background: white;"|Shock Tornado
|-
|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236S Full}}
{{#lsth:DBFZ/Jiren/Data|236S Full}}
|-
|-
! colspan=14 style="background: white;"|Counter Imapct
! colspan=16 style="background: white;"|Counter Imapct
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|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
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! colspan=14 style="background: white;"|Infinity Rush
! colspan=16 style="background: white;"|Infinity Rush
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|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"|Colossal Slash
! colspan=16 style="background: white;"|Colossal Slash
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{{AttackVersion|name=236LM|subtitle=}}
{{AttackVersion|name=236LM|subtitle=}}
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{{#lsth:DBFZ/Jiren/Data|j.236LM Full}}
{{#lsth:DBFZ/Jiren/Data|j.236LM Full}}
|-
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! colspan=14 style="background: white;"|Colossal Uppercut
! colspan=16 style="background: white;"|Colossal Uppercut
|-
|-
{{AttackVersion|name=236HS|subtitle=}}
{{AttackVersion|name=236HS|subtitle=}}
{{#lsth:DBFZ/Jiren/Data|236HS Full}}
{{#lsth:DBFZ/Jiren/Data|236HS Full}}
|-
|-
! colspan=14 style="background: white;"|Blazing Magnetron
! colspan=16 style="background: white;"|Blazing Magnetron
|-
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{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=214LM|subtitle=or 214HS}}
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{{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.}}
{{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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{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Jiren]]
[[Category:Jiren]]
[[Category:Dragon Ball FighterZ]]

Revision as of 16:31, 7 April 2019

System Data


Normal Moves

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

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

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

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
j.236LM
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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