DBFZ/Kid Buu/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Kid Buu
No edit summary
No edit summary
Line 24: Line 24:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 6 |active= |recovery= |frameAdv= -3
  |startup= 6 |active= |recovery= |frameAdv= -3
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 30: Line 31:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 10 |active= |recovery= |frameAdv=-3
  |startup= 10 |active= |recovery= |frameAdv=-3
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 36: Line 38:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 14 |active= |recovery= |frameAdv=-5
  |startup= 14 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 42: Line 45:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 7 |active= |recovery= |frameAdv= -2
  |startup= 7 |active= |recovery= |frameAdv= -2
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 49: Line 53:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 10 |active= |recovery= |frameAdv= -5
  |startup= 10 |active= |recovery= |frameAdv= -5
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 56: Line 61:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 15 |active= |recovery= |frameAdv= -10
  |startup= 15 |active= |recovery= |frameAdv= -10
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
Line 62: Line 68:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 24 |active= |recovery= |frameAdv=0
  |startup= 24 |active= |recovery= |frameAdv=0
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 70: Line 77:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 12 |active= |recovery= |frameAdv=-9
  |startup= 12 |active= |recovery= |frameAdv=-9
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 77: Line 85:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 13 |active= |recovery= |frameAdv= -15
  |startup= 13 |active= |recovery= |frameAdv= -15
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 84: Line 93:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 13 |active= |recovery= |frameAdv= -3
  |startup= 13 |active= |recovery= |frameAdv= -3
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 91: Line 101:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 98: Line 109:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 105: Line 117:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 112: Line 125:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 119: Line 133:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 126: Line 141:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 143: Line 159:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 14 |active= |recovery= |frameAdv=  
  |startup= 14 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 150: Line 167:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 17 |active= |recovery= |frameAdv=  
  |startup= 17 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 157: Line 175:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 15 |active= |recovery= |frameAdv=  
  |startup= 15 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 166: Line 185:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 15 |active= |recovery= |frameAdv=  
  |startup= 15 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 173: Line 193:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 22 |active= |recovery= |frameAdv=  
  |startup= 22 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 180: Line 201:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 14 |active= |recovery= |frameAdv=  
  |startup= 14 |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 189: Line 211:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 13 |active= |recovery= |frameAdv= -8
  |startup= 13 |active= |recovery= |frameAdv= -8
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 198: Line 221:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= 36 |active= |recovery= |frameAdv= 40
  |startup= 36 |active= |recovery= |frameAdv= 40
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 207: Line 231:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 223: Line 248:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 240: Line 266:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 249: Line 276:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 258: Line 286:
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=

Revision as of 23:16, 13 February 2018

System Data

Health: 10,000

Prejump:

Assist Cooldown:


Normal Moves

Version 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.
- - - 6 - - -3 - - - - 10 - - -3 - - - - 14 - - -5 - - - - 7 - - -2 - - - - 10 - - -5 - - - - 15 - - -10 - - - - 24 - - 0 - - - - 12 - - -9 - - - - 13 - - -15 - - - - 13 - - -3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Special Moves

Version 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
- - - 14 - - - - - - - 17 - - - - - - - 15 - - - - Mystic Arm Swing
- - - 15 - - - - - - - 22 - - - - - - - 14 - - - - Chocolate Beam
- - - 13 - - -8 - Arm Ball
- - - 36 - - 40 - Kamehameha
- - - - - - - -

Assist

Version 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.
Arm Ball
- - - - - - - -

Super Moves

Version 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
- - - - - - - - Pearl Flash
- - - - - - - - Planet Burst
- - - - - - - -

Sources

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


Template:Navbar-DBFZ