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Glossary
How do I read frame data?
Frame Data Glossary
Smash
Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U
Up Smash
U+
Up Smash that can trigger D+ Smash
D
Down Smash
D+
Down Smash that requires hitting with U+ Smash earlier in the combo
V
Vanish
1
Only triggers if no Smash of the same type has been used
2
Triggers even if the same type has been used, but only once
3
Always triggers
Prorate
How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard
How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup
Number of frames for this move to reach the first active frame (includes the first active frame).
Active
Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery
Number of frames this move is in a recovery state before returning to neutral.
OnBlock
After blocking this attack, how soon can the attacker move compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
Invuln
Attribute and Hitbox invincibility for this attack
Level
Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun
When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit
When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit
When hitting an airborne opponent, how many frames for which they cannot air tech.
Attack Level Values
Air blocking adds 2F of blockstun
Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data
Normal Moves
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 5L 400 All 6 3 12 -3 11 16 16 5LL 700 All 9 3 15 -2 15 18 18 5LLL 1000 U3+ All 15 3 18 -5 15 Launch 34 5M 700 All 10 3 18 -5 15 18 18 5H 850 / 1000 U1 All 15-41 4 21 -9 15 Launch 22 / 5S 800 U2 Throw 26 [38] 7 17 +5 [+17] 9-31 Guard 2L 400 All 7 4 12 -4 11 16 16 2M 700 Low 10 4 18 -6 15 Launch 22 2H 850 / 1000 U1+ All 13 3 31 -18 4-15 Head 15 Launch 22 / 39 2S 800, 500 U2 Throw 16 [35] 7 17 +5 [+17] 4-18 Head 6M 850 High 24 6 4+6L ±0 15 18 23 6S 350×3 All 16 11 23 -5 3S 350×3 All 12 11 23 -5 4-? Head j.L 400 High 6 3 14 11 16 16 j.M 500×2 High 10 2(5)4 10 15 18 18 j.H 750 [1000] [D3+] High 13 6 20 19 j.S 800 U2 Throw 24 [35] 7 21 +4 [+18] 17 j.2H 850 U1+ All 11 4 30
Special Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L L Demon Elbow 900 All 30 [17] 4 17 -2 236M M Demon Elbow 1000 U1+ All 31~42 [19] 6 17 -2 Launch 236H H Demon Elbow 1100 U1+ All 29~40 [19] 4 17 -2 Launch j.236L Air L Demon Elbow 900 All 30 [15] 4 17 Launch j.236M Air M Demon Elbow 1000 U1+ All 31~42 [18] 6 17 Launch j.236H Air H Demon Elbow 1100 U1+ All 29~40 [18] 4 17 Launch 236[L] L Demon Elbow (Hold) 32 [19] 236[M] M Demon Elbow (Hold) 37 [19] Launch 236[H] H Demon Elbow (Hold) 32 [19] j.236[L] Air L Demon Elbow (Hold) 30 [15] j.236[M] Air M Demon Elbow (Hold) 41 [18] j.236[H] Air H Demon Elbow (Hold) 30 [18] 214L L Demon Slicer 900 All 37 [20] 7 16 -7 ~ -1 4-21 Guard, 22-27 All 214M M Demon Slicer 1000 D1 High 38 [20] 5 16 -4 ~ -1 4-21 Guard, 22-27 All 214H H Demon Slicer 1100 D1 All 31~36 [20] 7 22 -13 ~ -7 1-15 Guard, 16-21~26 All j.214L Air L Demon Slicer 900 All 13 Until L 16 -7 ~ -1 j.214M Air M Demon Slicer 1000 D1 High 19 Until L 16 -5 ~ -1 j.214H Air H Demon Slicer 1500 D1 All 13 Until L 16 -7 ~ -1 Launch 236S Homing Energy Blast 700 All 19 299 Total 45 -6 Launch
Z Assists
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit Assist A Homing Energy Blast 700 All 20 P(42)P Total 102 +27 Launch Assist B Demon Shocker 300×3 All 20 +32 Assist C Demon Slicer 800, 400 All 45 [20] +29
Super Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L+M Special Beam Cannon 250×10 [380×10] UDV All 11~121+4 45 33 -17 [-2] Launch 236H+S Hellzone Grenade 260×12 UDV All 9+15 P{(4)P}×11 Total 41 +62 ~ +71 9-10 All Launch 214L+M Light Grenade 450×10 UDV All 9+3 89 -35 1-23 All Launch
Z Combo Table
Ground Z Combo
L
M
H
S
Cancel
5L[2]
5L, 5LL[+] , 2L
5M, 2M, 6M
5H, 2H
5S, 2S, 6S, 3S
Jump[-] , Sp
5LL
5LLL[+]
5M, 2M, 6M
5H, 2H
5S, 2S, 6S, 3S
Jump[-] , Sp
5LLL
-
-
-
-
Sp
2L[2]
5L, 2L[+]
5M, 2M, 6M
5H, 2H
5S, 2S, 6S, 3S
Sp
5M
-
2M, 6M
5H, 2H
5S, 2S, 6S, 3S
Jump[-] , Sp
2M
-
5M, 6M
5H, 2H
5S, 2S, 6S, 3S
Sp
6M
-
-
-
-
-
5H
-
-
2H
5S, 2S, 6S, 3S
Sp
2H
-
-
-
-
Sp
5S
-
-
5H*, 2H*
6S, 3S
Sp
2S
-
-
5H*, 2H*
6S, 3S
Sp
6S
-
-
5H, 2H
5S
Sp
3S
-
-
5H, 2H
2S
Sp
Air Z Combo
L
M
H
S
Cancel
j.L[2]
j.L, j.LL[-]
j.M
j.H, j.2H
j.S
Jump, Sp
j.LL[j.M]
-
-
j.H, j.2H
j.S
Jump, Sp
j.M[j.LL]
j.L
-
j.H, j.2H
j.S
Jump, Sp
j.H
-
-
j.2H
j.S
Jump, Sp
j.2H
-
-
-
j.S
Jump, Sp
j.S
-
-
j.H, j.2H
-
Sp
5L and 2L can only be done a max of 2 times per string total
On hit, 5S/2S can always directly cancel into 5H/2H. This 5H/2H is ignored by the Z Combo limitation
A few examples:
Possible: 5H > 5S > 5H*
Not possible: 5H > 5S > 6S > 5H
Possible: 5S > 5H* > 3S > 2S > 6S > 5H
Not possible: 5H > 5S > 5H* > 3S > 2S > 6S > 5H
Possible: 5H > 5S > 5H* > 3S > 2S > 5H* > 6S
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge
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