< DBFZ | SS4 Gogeta

Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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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.
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 | ||||||||||||||||||||||||||||||
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For more values, see DBFZ/Frame Data |
System Data
Normal Moves
input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
5L | 400 | All | 6 | 3 | 12 | -3 | 1 | |||||||
5LL | 700 | All | 9 | -4 | 2 | |||||||||
5LLL | 500×2 | U3+ | All | 15 | 3 | 17 | -4 | 1-17 Head | 4 | |||||
5M | 700 | All | 9 | 4 | 17 | -5 | 2 | |||||||
5H | 850 / 1000 | U1 | All | 17 | 7 | 20 | -11 | 4 | ||||||
5S | 400 | All | 13 | 6 | 17 | -7 | ||||||||
2L | 400 | All | 6 | 3 | 12 | ±0 | 1 | |||||||
2M | 700 | Low | 11 | 6 | 19 | -9 | 2 | |||||||
2H | 850 / 1000 | U1+ | All | 13 | 3 | 28 | -15 | 4-15 Head | 4 | |||||
6M | 850 | High | 24 | 6 | 4+6L | ±0 | 3 | 15 | 18 | 23 | ||||
6H | 600 | All | 11 | 4 | 20 | -8 | ||||||||
6H > 6H | 500 | High | 15 | -5 | ||||||||||
6H > 3H | 600 | Low | 21 | +2 | ||||||||||
6S | Total 52 [Total 46] | |||||||||||||
j.L | 400 | High | 6 | 3 | 12 | 1 | ||||||||
j.M | 700 | High | 9 | 4 | 15 | 2 | ||||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 13 | 4 | 23 | 3 / 4 | |||||||
j.S | 400 | All | 13 | 6 | 30 | |||||||||
j.2H | 850 | U1+ | All | 10 | 40 | 3 |
Special Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L | L Lightning Hammer | 1000 | All | 13 | 7 | 19 | -4 | 4-19 Projectiles | |||||||
236M | M Lightning Hammer | 500, 600 | U1+ → D1 | All | 17 | 7 | 19 | -4 | 4-23 Projectiles | ||||||
236H | H Lightning Hammer | 500, 700 | U1+ → D1 | All | 13 | 7 | 19 | -4 | 4-19 Projectiles | ||||||
j.236L | Air L Lightning Hammer | 1000 | All | 13 | 7 | 20 | 4-19 Projectiles | ||||||||
j.236M | Air M Lightning Hammer | 500, 600 | U1+ → D1 | All | 17 | 7 | 20 | 4-23 Projectiles | |||||||
j.236H | Air H Lightning Hammer | 500, 700 | U1+ → D1 | All | 13 | 7 | 20 | 4-19 Projectiles | |||||||
214L | L Meteor Strike | 1000 | D1 | High | 24 | 3 | 15 | -2 | |||||||
214M | M Meteor Strike | 1400 | D1 | High | 28 | 3 | 15 | +2 | |||||||
214H | H Meteor Strike | 1600 | D1 | High | 24 | 3 | 15 | +2 | |||||||
j.214L | Air L Meteor Strike | 1000 | D1 | High | 20 | 12 upon landing | -2 | ||||||||
j.214M | Air M Meteor Strike | 1400 | D1 | High | 29 | 12 upon landing | +2 | ||||||||
j.214H | Air H Meteor Strike | 1600 | D1 | High | 20 | 12 upon landing | +2 | ||||||||
236S | Bluff Kamehameha | 500, 560 | U1+ | Throw | 24 | 3 | 36 | ||||||||
214S | Punisher Guard | 870 | U2+ | 4 | 22 | 20 | 4-26 Guard | ||||||||
j.214S | Air Punisher Guard | 870 | U2+ | 4 | 22 | 20 | 4-26 Guard | ||||||||
22S | Plus Energy of Justice | 1200 | D1 | All | 17 | 6 | 45 | -34 | 1-22 All |
Z Assists
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
Assist A | Finish Sign | All | 1 | ||||||||||||
Assist B | Lightning Hammer | 800 | All | 20 | 7 | +33 | |||||||||
Assist C | Plus Energy of Justice | 800, 280 | All | 30 [20] | 6 | +16 |
Super Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L+M | Ultimate Impact | 2541 | UDV | All | 18+4 | -21 | 18-? All | ||||||||
j.236L+M | Air Ultimate Impact | 2541 | UDV | All | 18+4 | -21 | 18-? All | ||||||||
214L+M | Ultra Big Bang Kamehameha | 4186 | UDV | All | 9+3 | -33 | 1-? All | ||||||||
j.214L+M | Air Ultra Big Bang Kamehameha | 4186 | UDV | All | 9+3 | Until L | 1-? All | ||||||||
214H+S | x100 Big Bang Kamehameha | 540×54 | UDV | All | 25+3 | -51 | 1-? All | ||||||||
j.214H+S | Air x100 Big Bang Kamehameha | 540×54 | UDV | All | 25+3 | Until L | 1-? All |
Z Combo Table
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- 5L and 2L can only be done a max of 2 times per string total
- 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
Sources

To edit frame data, edit values in DBFZ/SS4 Gogeta/Data.