DBFZ/Majin Buu/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 5% - B All - 6 3 12 -3 1 11 16 16 -
5LL 700 7% - F Low - 12 5 - -5 2 15 18 18 -
5LLL 1000 12% - T Throw U3+ 12 4 14 - 4 - Launch 35 / 34 -
2L 400 5% - B Low - 7 3 13 -4 1 11 16 16 -
5M 700 7% - B High - 27 4 16 -4 2 15 18 18 -
2M 700 7% - F Low - 10 4 22 -10 2 15 Launch 30 -
6M 850 12% - B High - 24 6 4+6L ±0 3 15 18 23 -
5H 850 / 1000 12% - B All U1 14 4 20 -8 4 15 Launch 22 / 39 + WSplat -
2H 850 / 1000 12% - B All U1+ 13 3 29 -16 4 15 Launch 22 / 39 4-15 Head
5S 300*6 6% *6 - P1 All - 11 - - - - 15+5*4 18+5*3, Launch 20+5*3 -
2S 600 6% - P1 All - 13 - - -1 - 15+5 18+5 30+5 -
j.L 400 5% - H High - 6 3 - - 1 11 16 16 -
j.M 700 7% - H High - 11 3 - - 2 15 18 18 -
j.H 850 / 1000 12% - H High D1+ 17 3 - - 3 / 4 15 20 60 / 59 + Slide 34 -
j.2H 850 12% - H All U1 14 6 - - 3 15 Launch 20 / 39 -
j.S 300*4 6% - P1 All - 12 - - - - 15+5 18+5 20+5 -

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.
Dive Bomb
236L 100, 500 [700] / 100, 500, 500 / 100, 500, 100*3, 400 - - - All, High [All] D1 10 6(9)6(0)3 16 -1 - - - - -
236M 100, 500 [700] / 100, 500, 500 / 100, 500, 100*3, 500 - - - All, High [All] D1 10 6(9)6(0)3 16 -1 - - - - -
236H 100, 500 [700] / 100, 500, 700 / 100, 500, 100*5, 400 + 100 - - - All, High [All] D1, U2 7 6(9)6(0)3 16 -3 - - - - -
j.236L 500 [700] / 500, 500 / 500, 100*3, 300 - - - High [All] D1 19 Until L+3 16 after L -1 - - - - -
j.236M 500 [700] / 500, 500 / 500, 100*3, 400 - - - High [All] D1 23 Until L+3 16 after L -1 - - - - -
j.236H 500 [700] / 500, 700 / 500, 100*5, 300 + 100 - - - High [All] D1, U2 19 Until L+3 16 after L -3 - - - - -
Cartwheel
214L 900 - - B All U1+ 12 5 - -7 - - Launch - 4- Head
214M 900 - - B All U1+ 16 5 - -7 - - Launch - 4- Head
214H 1100 - - B All U1+ 8 5 - -7 - - Launch - 1- Head
j.214L 900 - - B All U1+ 9 5 - - - - Launch - -
j.214M 900 - - B All U1+ 12 5 - - - - Launch - -
j.214H 1100 - - B All U1+ 6 5 - - - - Launch - -
Sweeping Breath
236S 1100 - - P2 All - 17 10 24 -13 - - Launch - -
j.236S 1100 - - P2 All - 17 10 24 - - - Launch - -
Fat Throw
214S 400 - - P2 All - 31 - 18 +1 - - Launch - -

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
Sweeping Breath
800 - - Strike All - 26 10 - +20 - +20 - - -
Assist B - - - - - - 41 - - +18 - +18 - - -
Assist C - - - - - - - - - - - - - - -

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.
Now Buu really...hate you!
236L+M
or 236H+S
140*19 -100% - P3 All UDV 11+4 38 - - - - Launch - 9- All
Turn into Candy!
214L+M
or 214H+S
750*3, 1500 -300% - P3 All UDV 9+3 - - - - - Launch - 1- All

Sources[edit]

http://www.mediafire.com/file/jrq9j595170o7eq/Majin%20Buu%20Hitboxes.mkv (rec. April 24, 2018)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Majin Buu/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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