DBFZ/Kid Buu/Frame Data: Difference between revisions

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< DBFZ‎ | Kid Buu
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=17 style="background: white;"|Mystic Ball Attack
! colspan=16 style="background: white;"|Mystic Ball Attack
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{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
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{{AttackVersion|name=j.236H}}
{{AttackVersion|name=j.236H}}
{{#lst:DBFZ/Kid Buu/Data|j.236H Full}}
{{#lst:DBFZ/Kid Buu/Data|j.236H Full}}
! colspan=17 style="background: white;"|Mystic Arm Swing
! colspan=16 style="background: white;"|Mystic Arm Swing
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
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{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
{{#lst:DBFZ/Kid Buu/Data|214H Full}}
{{#lst:DBFZ/Kid Buu/Data|214H Full}}
! colspan=17 style="background: white;"|Candy Beam
! colspan=16 style="background: white;"|Candy Beam
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
{{#lst:DBFZ/Kid Buu/Data|236S Full}}
{{#lst:DBFZ/Kid Buu/Data|236S Full}}
! colspan=17 style="background: white;"|Kamehameha
! colspan=16 style="background: white;"|Kamehameha
|-
|-
{{AttackVersion|name=j.236S}}
{{AttackVersion|name=j.236S}}
{{#lst:DBFZ/Kid Buu/Data|j.236S Full}}
{{#lst:DBFZ/Kid Buu/Data|j.236S Full}}
! colspan=17 style="background: white;"|Arm Ball
! colspan=16 style="background: white;"|Arm Ball
|-
|-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=17 style="background: white;"|Human Extinction Attack
! colspan=16 style="background: white;"|Human Extinction Attack
|-
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lst:DBFZ/Kid Buu/Data|236HS Full}}
{{#lst:DBFZ/Kid Buu/Data|236HS Full}}
|-
|-
! colspan=17 style="background: white;"| Pearl Flash
! colspan=16 style="background: white;"| Pearl Flash
|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{#lst:DBFZ/Kid Buu/Data|j.236HS Full}}
{{#lst:DBFZ/Kid Buu/Data|j.236HS Full}}
|-
|-
! colspan=17 style="background: white;"| Planet Burst
! colspan=16 style="background: white;"| Planet Burst
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=214LM|subtitle=or 214HS}}

Revision as of 14:57, 16 July 2020

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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
2S
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.
Mystic Ball Attack
236L
236M
236H
j.236L
j.236M
j.236H Mystic Arm Swing
214L
214M
214H Candy Beam
236S Kamehameha
j.236S Arm Ball
214S

Z Assists

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.
Assist A
Arm Ball
Assist B
Assist C

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.
Human Extinction Attack
236LM
or 236HS
Pearl Flash
j.236LM
or j.236HS
Planet Burst
214LM
or 214HS
j.214LM
or j.214HS

Sources

https://twitter.com/GFAnBi/status/957951007400644608

Navigation

To edit frame data, edit values in DBFZ/Kid Buu/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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