DBFZ/Kid Buu/Frame Data: Difference between revisions

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==[[DBFZ/System Data|System Data]]==
==[[DBFZ/System Data|System Data]]==
{{CharData-DBFZ
{{CharData-DBFZ|KidBuu}}
|health=10,000 |jumpStartup=4
|backdashTime= |backdashInv=
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==Normal Moves==
==Normal Moves==
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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Kid Buu]]
[[Category: Kid Buu]]

Revision as of 06:10, 27 June 2018

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System Data

Health:

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.
400 All - 6 3 12 -3 - 700 All - 10 4 15 -3 - 1000 All - 14 6 15 -5 - 400 L - 7 - - -2 - 500 All - 10 7 - - - 630/700 All - 15 2 19 -5 - 500 L - 15 5 21 -10 - 850 H - 24 6 10 0 - 850 All - 12 5 20 -9 - 850 All - 13 3 28 -15 - 600 All - 13 - - -3 - 700 All - - - - - - 400 H - - - - - - 1060 H - - - - - - 850 H - - - - - - 850 All - - - - - - 600 All - - - - - -

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
1100 All - 14 - - - - 1100 All - 17 - - - - 1460 All - 15 - - - - Mystic Arm Swing
1500 Throw - 15 - - - - 1500 Throw - 22 - - - - 1500 Throw - 14 - - - - Chocolate Beam
1171 All - 13 15 33 -8 - Arm Ball
850 All - 36 - - 40 - Kamehameha
1098 All - - - - - -

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
620 All - - - - - -

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
2060 All - - - - - - Pearl Flash
2300 All - - - - - - Planet Burst
4300 All - - - - - -

Sources

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


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