DBFZ/Krillin/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 - - Strike All - 6 3 - -3 - - - - -
5LL 700 - - Strike All - 9 5 - -5 - - - - -
5LLL 1000 - - - All U3+ 11 4 - -5 - - - - -
2L 400 - - Strike Low - 7 3 - -4 - - - - -
5M 700 - - Strike All - 8 6 - -5 - - - - -
2M 700 - - Strike Low - 10 5 - -4 - - - - -
6M 850 - - Strike High - 24 6 - 0 - - - - -
5H 850 / 1000 - - - All U1 13 3 - -9 - - - - -
2H 850 / 1000 - - - All U1+ 12 3 - -9 - - - - -
5S 500*2 - - Projectile Lvl 1 All - 14 - - - - - - - -
2S 600 - - Projectile Lvl 1 All - 17 5 - - - - - - -
j.L 400 - - Strike High - 6 3 - - - - - - -
j.M 500*2 - - Strike High - 9 3(6)3 - - - - - - -
j.H 850 / 1000 - - - High D1+ 13 6 - - - - - - -
j.2H 850 - - - All U1+ 13 6 - - - - - - -
j.S 500*2 - - Projectile Lvl 1 All - 14 - - - - - - - -
j.2S 300, 850 - - Projectile Lvl 1 All - 15 - - - - - - - -

Special Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Afterimage
236L 1200 - - - High D1 30 4 - +1 - - - - -
236M 1200 - - - High D1 32 4 - +1 - - - - -
236H 1400 -50% - - High D1 32 4 - +3 - - - - -
j.236L 1000 - - - High D1 23 4 - - - - - - -
j.236M 1000 - - - High D1 27 4 - - - - - - -
j.236H 1200 -50% - - High D1 21 4 - - - - - - -
Senzu Bean
214L - 0% - - - - 25 - Total 37 - - - - - -
214M - 0% - - - - 25 - Total 37 - - - - - -
214H - -50% - - - - 25 - Total 37+3L - - - - - -
j.214L - 0% - - - - 27 - Total 51 - - - - - -
j.214M - 0% - - - - 27 - Total 51 - - - - - -
j.214H - -50% - - - - 27 - Total 51 - - - - - -
Kamehameha
236S 250*5 - - Projectile Lvl 2 All - 18-47 24 33 -15 - - - - -
j.236S 250*5 - - Projectile Lvl 2 All - 10 after landing 24 33 -15 - - - - -
Solar Flare
214S 0 / 0,1000 - - - All D1 11 5 22 -2 - - - - -
Stone Throw
22L 100 - - - All - 33 - Total 53 -5 - - - - -
22M 100 - - - All - 33 - Total 53 -5 - - - - -
22H 100*2 -50% - - All - 26 - Total 47 -5 - - - - -
j.22L 100 - - - All - 29 - Total 51 - - - - - -
j.22M 100 - - - All - 29 - Total 51 - - - - - -
j.22H 100*2 -50% - - All - 27 - Total 50 - - - - - -

Z Assists[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
A1/A2
100*2 0% - - All - 19 - - +17 - - - - -
Assist A
4A1/A2
- 0% - - - - 72 - - - - - - - -
Assist B 200*5 0% - - All - 35 - - +30 - 15+2*5 - - -
Assist C 0 / 0,1400 0% - - All - 46 [21] - - +24 - - - - -

Super Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Destructo-Disc
236LM
or 236HS
2000 -100% - - All UDV 9+5 - - -18 - - - - 9-15 All
Destructo Disc > Button 1000*1~4 -100%*1~4 - - All UDV - - - - - - - - -
Scattering Energy Wave
214LM
or 214HS
250*8, 100*2, 400*7 -300% - - All UDV 9+3 - - +35 - - - - 1-21 All

Sources[edit]

http://www.mediafire.com/file/vp0qxfbwaguq09y/Krillin%20Hitboxes.mkv (rec. April 24, 2018)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Krillin/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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System Explanations

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