DBFZ/Piccolo/Frame Data

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< DBFZ‎ | Piccolo
Revision as of 08:14, 8 February 2019 by Shtkn (talk | contribs)

System Data


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 - 9 3 15 -2 - 1000 All - 15 3 18 -5 - 400 Low - 7 4 12 -4 - 700 All - 10 3 18 -5 - 700 Low - 10 4 18 -6 - 850 High - 24 6 10 0 - 850 All - 15 4 21 -9 - 850 All - 13 3 31 -18 - 500 Throw - 28 7 19 - - 1140 Throw - 19 7 17 - - 875 All - 16 10 24 -5 - 875 All - 16 10 24 -5 - 400 High - 6 3 14 -3 - 500 High - 10 2 - - - 500 High - 6 4 10 +5 - 850 High - 13 6 20 -6 - 850 All - 11 4 30 -15 - 500 Throw - 24 7 21 - -

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.
Demon Elbow
900 All - 30 4 17 -2 - 1000 All - 31 6 17 -2 - 1100 All - 29 4 17 -2 - 900 All - 30 4 18 -3 - 1000 All - 31 6 17 -2 - 1100 All - 29 4 19 -4 - Demon Slicer
900 All - 5,10 7 16 -4 - 1000 High - 5,14 6 15 -3 - 1100 All - 0,11 7 22 -10 - 900 All - 16 8+ 16 -4 - 1000 High - 19 8+ 16 -4 - 1100 All - 16 8+ 16 -4 - Homing Energy Blast
700 All - 19 1 22 -2 - 700 All - 19 1 22 -2 -

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.
Homing Energy Blast
700 All - 35 1 46 - -

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.
Special Beam Cannon
250+200x9=2050 All - 11+4 34 33 -17 13 308+304*9=3116 All - 122+4 37 33 -17 13
Hellzone Grenade
1651 (12 hits) All - 9+17 0 16 +73 2
Light Grenade
4095 (31 hits) All - 9+3 1 89 -35 23

Sources

http://www.mediafire.com/file/3uazwoyz1m96rm1/piccolo%20special%20beam%20cannon.mkv (rec. April 28, 2018)

Navigation

To edit frame data, edit values in DBFZ/Piccolo/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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