DBFZ/Kid Buu/Frame Data: Difference between revisions

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{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
==[[DBFZ/Frame Data|System Data]]==
{{#lst:{{BASEPAGENAME}}/Data|System Data}}
<br style="clear:both;"/>
==Normal Moves==
==Normal Moves==
{| 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}}
|version=yes}}
|-
{{AttackVersion|name=5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
{{AttackVersion|name=5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Extra}}
|-
{{AttackVersion|name=5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Extra}}
|-
{{AttackVersion|name=2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
{{AttackVersion|name=5M }}
{{#lst:{{BASEPAGENAME}}/Data|5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Extra}}
|-
{{AttackVersion|name= 2M}}
{{#lst:{{BASEPAGENAME}}/Data| 2M}}
{{#lst:{{BASEPAGENAME}}/Data| 2M Extra}}
|-
{{AttackVersion|name=6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Extra}}
|-
{{AttackVersion|name=5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
{{AttackVersion|name=2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{FrameData-DBFZ
{{AttackVersion|name=5S}}
|version=5L
{{#lst:{{BASEPAGENAME}}/Data|5S}}
|damage= |level= |attribute= |guard=
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|startup= 6 |active= |recovery= |frameAdv= -3
|-
|invul= |hitbox=
{{AttackVersion|name=2S}}
}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|version=5LL
|-
|damage= |level= |attribute= |guard=
{{AttackVersion|name=j.L}}
|startup= 10 |active= |recovery= |frameAdv=-3
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
|invul= |hitbox=
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
}}
|-
{{FrameData-DBFZ
{{AttackVersion|name=j.M}}
|version=5LLL
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
|damage= |level= |attribute= |guard=
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|startup= 14 |active= |recovery= |frameAdv=-5
|-
|invul= |hitbox=
{{AttackVersion|name=j.H}}
}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|version=2L
|-
|damage= |level= |attribute= |guard=
{{AttackVersion|name=j.2H}}
|startup= 7 |active= |recovery= |frameAdv= -2
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
|invul= |hitbox=
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|description=
|-
}}
{{AttackVersion|name=j.S}}
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
|version=5M
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|damage= |level= |attribute= |guard=
|startup= 10 |active= |recovery= |frameAdv= -5
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version= 2M
|damage= |level= |attribute= |guard=
|startup= 15 |active= |recovery= |frameAdv= -10
|invul= |hitbox=
}}
{{FrameData-DBFZ
|version=6M
|damage= |level= |attribute= |guard=
|startup= 24 |active= |recovery= |frameAdv=0
|invul= |hitbox=
|description=
}}
 
{{FrameData-DBFZ
|version=5H
|damage= |level= |attribute= |guard=
|startup= 12 |active= |recovery= |frameAdv=-9
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=2H
|damage= |level= |attribute= |guard=
|startup= 13 |active= |recovery= |frameAdv= -15
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=5S
|damage= |level= |attribute= |guard=
|startup= 13 |active= |recovery= |frameAdv= -3
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=2S
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=j.L
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=j.M
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=j.H
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=j.2H
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=j.S
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
|}
|}


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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}}
|version=yes}}
|-
|-
! 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}}
|-
|-
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|236M}}
|version=236L
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|damage= |level= |attribute= |guard=
|startup= 14 |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=236M
|damage= |level= |attribute= |guard=
|startup= 17 |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=236H
|damage= |level= |attribute= |guard=
|startup= 15 |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
! colspan=16 style="background: white;"|Mystic Arm Swing
|-
|-
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|236H}}
|version=214L
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|damage= |level= |attribute= |guard=
|startup= 15 |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=214M
|damage= |level= |attribute= |guard=
|startup= 22 |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=214H
|damage= |level= |attribute= |guard=
|startup= 14 |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
! colspan=16 style="background: white;"|Chocolate Beam
|-
|-
{{FrameData-DBFZ
{{AttackVersion|name=Mystic Ball Attack (Air)|subtite=j.236L/M/H|rowspan=3}}
|version=236S
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
|damage= |level= |attribute= |guard=
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|startup= 13 |active= |recovery= |frameAdv= -8
|invul= |hitbox=
|description=
}}
! colspan=16 style="background: white;"|Arm Ball
|-
|-
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
|version=214S
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|damage= |level= |attribute= |guard=
|startup= 36 |active= |recovery= |frameAdv= 40
|invul= |hitbox=
|description=
}}
! colspan=16 style="background: white;"|Kamehameha
|-
|-
{{FrameData-DBFZ
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
|version=j.236S
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|damage= |level= |attribute= |guard=
|-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Mystic Arm Swing|subtitle=214L/M/H|rowspan=3}}
|invul= |hitbox=
{{#lst:{{BASEPAGENAME}}/Data|214L}}
|description=
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
}}
|-
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
{{AttackVersion|name=Candy Beam|subtitle=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
{{AttackVersion|name=Kamehameha|subtitle=j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
|-
{{AttackVersion|name=Arm Ball|subtitle=214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|}
|}
==Assist==
 
==Z Assists==
{| 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}}
|version=yes}}
|-
{{AttackVersion|name=Assist A|subtitle=Arm Ball}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
! colspan=16 style="background: white;"|Arm Ball
{{AttackVersion|name=Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
{{AttackVersion|name=Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
|-
|-
{{FrameData-DBFZ
|version=A1/A2
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
|}
|}


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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}}
|version=yes}}
|-
|-
! colspan=16 style="background: white;"|Human Extinction Attack
{{AttackVersion|name=Human Extinction Attack|subtitle=236LM or 236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
{{FrameData-DBFZ
{{AttackVersion|name=Pearl Flash|subtitle=j.236LM or j.236HS}}
|version=236L+M |subtitle=or 236H+S
{{#lst:{{BASEPAGENAME}}/Data|j.236HS}}
|damage= |level= |attribute= |guard=
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Extra}}
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
! colspan=16 style="background: white;"| Pearl Flash
|-
|-
{{FrameData-DBFZ
{{AttackVersion|name=Planet Burst|subtitle=214LM or 214HS}}
|version=j.236L+M |subtitle=or j.236H+S
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
|damage= |level= |attribute= |guard=
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
! colspan=16 style="background: white;"| Planet Burst
|-
|-
{{FrameData-DBFZ
{{AttackVersion|name=Planet Burst (Air)|subtitle=j.214LM or j.214HS}}
|version=214L+M |subtitle=or 214H+S
{{#lst:{{BASEPAGENAME}}/Data|j.214HS}}
|damage= |level= |attribute= |guard=
{{#lst:{{BASEPAGENAME}}/Data|j.214HS Extra}}
|startup= |active= |recovery= |frameAdv=
|invul= |hitbox=
|description=
}}
|}
|}


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


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

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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