DBFZ/Kid Buu/Frame Data: Difference between revisions

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{{NavTabs|game=DBFZ|chara=Kid Buu|discord=https://discord.gg/kKfQV65|active=frame_data}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
 
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<div style="float:left; margin-right:25px;">
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==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#lst:DBFZ/Kid Buu/Data|System Data}}
{{#lst:{{BASEPAGENAME}}/Data|System Data}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lst:DBFZ/Kid Buu/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
|-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lst:DBFZ/Kid Buu/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Extra}}
|-
|-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:DBFZ/Kid Buu/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Extra}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:DBFZ/Kid Buu/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
|-
{{AttackVersion|name=5M }}
{{AttackVersion|name=5M }}
{{#lst:DBFZ/Kid Buu/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Extra}}
|-
|-
{{AttackVersion|name= 2M}}
{{AttackVersion|name= 2M}}
{{#lst:DBFZ/Kid Buu/Data| 2M Full}}
{{#lst:{{BASEPAGENAME}}/Data| 2M}}
{{#lst:{{BASEPAGENAME}}/Data| 2M Extra}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:DBFZ/Kid Buu/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Extra}}
|-
|-
{{AttackVersion|name=5H}}
{{AttackVersion|name=5H}}
{{#lst:DBFZ/Kid Buu/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:DBFZ/Kid Buu/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:DBFZ/Kid Buu/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|-
|-
{{AttackVersion|name=2S}}
{{AttackVersion|name=2S}}
{{#lst:DBFZ/Kid Buu/Data|2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:DBFZ/Kid Buu/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:DBFZ/Kid Buu/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
|-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
{{#lst:DBFZ/Kid Buu/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:DBFZ/Kid Buu/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|-
|-
{{AttackVersion|name=j.S}}
{{AttackVersion|name=j.S}}
{{#lst:DBFZ/Kid Buu/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Mystic Ball Attack
{{AttackVersion|name=Mystic Ball Attack|subtite=236L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:DBFZ/Kid Buu/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:DBFZ/Kid Buu/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
{{AttackVersion|name=236H}}
{{AttackVersion|name=Mystic Ball Attack (Air)|subtite=j.236L/M/H|rowspan=3}}
{{#lst:DBFZ/Kid Buu/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{AttackVersion|name=j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:DBFZ/Kid Buu/Data|j.236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{AttackVersion|name=j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:DBFZ/Kid Buu/Data|j.236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
{{AttackVersion|name=j.236H}}
{{AttackVersion|name=Mystic Arm Swing|subtitle=214L/M/H|rowspan=3}}
{{#lst:DBFZ/Kid Buu/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
! colspan=16 style="background: white;"|Mystic Arm Swing
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:DBFZ/Kid Buu/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:DBFZ/Kid Buu/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=Candy Beam|subtitle=236S}}
{{#lst:DBFZ/Kid Buu/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
! colspan=16 style="background: white;"|Candy Beam
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=Kamehameha|subtitle=j.236S}}
{{#lst:DBFZ/Kid Buu/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
! colspan=16 style="background: white;"|Kamehameha
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
|-
|-
{{AttackVersion|name=j.236S}}
{{AttackVersion|name=Arm Ball|subtitle=214S}}
{{#lst:DBFZ/Kid Buu/Data|j.236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
! colspan=16 style="background: white;"|Arm Ball
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
{{AttackVersion|name=214S}}
{{#lst:DBFZ/Kid Buu/Data|214S Full}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Assist A|subtitle=Arm Ball}}
{{AttackVersion|name=Assist A|subtitle=Arm Ball}}
{{#lst:DBFZ/Kid_Buu/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
{{AttackVersion|name=Assist B}}
{{AttackVersion|name=Assist B}}
{{#lst:DBFZ/Kid_Buu/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
|-
{{AttackVersion|name=Assist C}}
{{AttackVersion|name=Assist C}}
{{#lst:DBFZ/Kid_Buu/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
|-
|-
|}
|}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
! colspan=16 style="background: white;"|Human Extinction Attack
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lst:DBFZ/Kid Buu/Data|236HS Full}}
|-
|-
! colspan=16 style="background: white;"| Pearl Flash
{{AttackVersion|name=Human Extinction Attack|subtitle=236LM or 236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{AttackVersion|name=Pearl Flash|subtitle=j.236LM or j.236HS}}
{{#lst:DBFZ/Kid Buu/Data|j.236HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Extra}}
|-
|-
! colspan=16 style="background: white;"| Planet Burst
{{AttackVersion|name=Planet Burst|subtitle=214LM or 214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=Planet Burst (Air)|subtitle=j.214LM or j.214HS}}
{{#lst:DBFZ/Kid Buu/Data|214HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214HS}}
|-
{{#lst:{{BASEPAGENAME}}/Data|j.214HS Extra}}
{{AttackVersion|name=j.214LM|subtitle=or j.214HS}}
{{#lst:DBFZ/Kid Buu/Data|j.214HS Full}}
|}
|}


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==Navigation==
==Navigation==
{{#lst:DBFZ/Kid Buu/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Kid Buu/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 [[{{BASEPAGENAME}}/Data]].}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Kid Buu]]

Revision as of 19:23, 22 May 2021

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
5L


5LL


5LLL


2L


5M


2M


6M


5H


2H


5S


2S


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 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Mystic Ball Attack


Mystic Ball Attack (Air)


Mystic Arm Swing
214L/M/H


Candy Beam
236S


Kamehameha
j.236S


Arm Ball
214S


Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Assist A
Arm Ball


Assist B


Assist C


Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Human Extinction Attack
236LM or 236HS


Pearl Flash
j.236LM or j.236HS


Planet Burst
214LM or 214HS


Planet Burst (Air)
j.214LM or j.214HS


Sources

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

Navigation

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

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