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Glossary
How do I read frame data?
Frame Data Glossary
Smash
Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U
Up Smash
U+
Up Smash that can trigger D+ Smash
D
Down Smash
D+
Down Smash that requires hitting with U+ Smash earlier in the combo
V
Vanish
1
Only triggers if no Smash of the same type has been used
2
Triggers even if the same type has been used, but only once
3
Always triggers
Prorate
How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard
How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup
Number of frames for this move to reach the first active frame (includes the first active frame).
Active
Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery
Number of frames this move is in a recovery state before returning to neutral.
OnBlock
After blocking this attack, how soon can the attacker move compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
Invuln
Attribute and Hitbox invincibility for this attack
Level
Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun
When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit
When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit
When hitting an airborne opponent, how many frames for which they cannot air tech.
Attack Level Values
Air blocking adds 2F of blockstun
Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data
Normal Moves
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 5L 400 All 6 -3 1 5LL 180×4 All 11 -5 2×4 5LLL 1000 U3+ All 13 +5L +12 (-5 on landing) 1-?? Head 4 5M 180×4 All 10 -5 2×4 5H 850 / 1000 U1 All 14 -10 4 5S 300×6 All 11 P{(9)P}×5 -5 2L 400 Low 7 -4 1 2M 700 Low 9 -5 2 2H 850 / 1000 U1+ All 13 -15 4- Head 4 6M 850 High 24 6 4+6L 0 3 15 18 23 6H 850 High 25 -11 3 j.L 400 High 6 1 j.M 500×2 High 7 2×2 j.H 850 / 1000 D1+ [D3+] High 11 3 / 4 j.S 400×4 All 11 P{(9)P}×3 +5L j.2H 850 U1+ All 13 3
Special Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L L Super Cannonball 900 All 18 Total 59 -5 236M M Super Cannonball 900 All 16 Total 50 +2 236H H Super Cannonball 900×2 All 28 Total 65 +4 214L L Ain't nobody that can stop me! 1000 Low 14 -5 3 214M M Ain't nobody that can stop me! 1100 U1+ Low 18 -5 3 214H H Ain't nobody that can stop me! 1300 U1+ Low 15 -5 3 236S Gigantic Breaker 30×4, 150, 1100 D1 All 14 -3 236[S] Gigantic Breaker (Charged) 30×5~12, 1300 All 14 -3 j.236S Air Gigantic Breaker 30×4, 150, 1100 D1 All 14 +5L j.236[S] Air Gigantic Breaker (Charged) 30×5~12, 1300 All 14 +5L 214S Time to test this power out! Total 37 j.214S Air Time to test this power out! Until L+?
Z Assists
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit Assist A Super Cannonball 800 All 25 +30 Assist B Mighty Kick 250×4 All 30 +45 +45 Assist C Gigantic Breaker 30×4, 800, 400 All 30 [20] +30
Super Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L+M Ultra Cannonball 450×6 UDV All 9+4 -18 j.236L+M Air Ultra Cannonball 450×6 UDV All 11+4 236H+S Gigantic Ray 280×9, 500 UDV All 11+12 P(4)P(4)P(4)P(4)P(4)P(4)P(9)P×2(7)P Total 58 +50 ~ +52 11-11 All j.236H+S Gigantic Chaser 2085 UDV All 11+4 -20 214L+M Gigantic Burst 3952 UDV All 21+3 [12+3] -46 1- All
Z Combo Table
Ground Z Combo
L
M
H
S
Cancel
5L[2]
5L[+] , 5LL[+] , 2L
5M, 2M, 6M
5H, 2H
5S
Jump[-] , Sp
5LL
5LLL[+]
5M, 2M, 6M
5H, 2H
5S
Jump[-] , Sp
5LLL
-
-
-
-
Sp
2L[2]
5L, 2L[+]
5M, 2M, 6M
5H, 2H
5S
Sp
5M
-
2M, 6M
5H, 2H
5S
Jump[-] , Sp
2M
-
5M, 6M
5H, 2H
5S
Sp
6M
-
-
-
-
-
5H
-
-
2H
5S
Sp
2H
-
-
-
-
Sp
5S
-
-
5H, 2H
-
Sp
Air Z Combo
L
M
H
S
Cancel
j.L
j.L, j.LL[-]
j.M
j.H, j.2H
j.S
Jump, Sp
j.LL[j.M]
-
-
j.H, j.2H
j.S
Jump, Sp
j.M[j.LL]
j.L
-
j.H, j.2H
j.S
Jump, Sp
j.H
-
-
j.2H
j.S
Sp
j.2H
-
-
-
j.S
Jump, Sp
j.S
-
-
-
-
Sp
5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge
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