DBFZ/SS Goku/Frame Data

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System Data


Normal Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
5L 400 All - 6 4 11 -3 - 5% 90%+1 B 1 11 16 16
5LL 700 All - 9 3 17 -4 - 7% 100%+1 B 2 15 18 18
5LLL 1000 All U3+ 14 3 21 -5 - 12% 100%+1 B 4 18 Launch 35 / 34
5M 700 All - 9 6 17 -7 - 7% 100%+1 B 2 15 18 18
5H 850 / 1000 All U1 14 6 18 -8 - 12% 100%+1 B 4 15 Launch 22 / 39 + WSplat
5S 300*6 All - 13 X{(9)X}*5 24 -4 - 6% *6 90%+1 P1 - 15+5*6 18+5*5, Launch 20+5*6
2L 400 All - 6 2 13 -3 - 5% 90%+1 B 1 11 16 16
2M 700 Low - 12 8 18 -10 - 7% 100%+1 F 2 15 Launch 22
2H 850 / 1000 All U1+ 14 3 23+7L -17 4-16 Head 12% 100%+1 B 4 15 Launch 22 / 39
2S 600 All - 13 - Total 34 -1 - 6% 90%+1 P1 - 15+5 18+5 30+5
6M 850 High - 24 6 4+6L ±0 - 12% 80%+1 B 3 15 18 23
j.L 400 High - 6 4 11 - - 5% 90%+1 H 1 11 16 16
j.M 700 High - 10 3 14 - - 7% 90%+1 H 2 15 18 18
5LLLLLLL 850 / 1000 High D3+ 13 6 21 - - 12% 90%+1 H 3 / 4 15 20 60 / 34 + WBounce
j.H 850 / 1000 High D1+ 13 6 21 - - 12% 90%+1 H 3 / 4 15 20 60 / 59 + Slide 34
j.S 600 All - 12 - Total 32+7L - - 6% 90%+1 P1 - 15+5 18+5 20+5
j.2H 850 All U1+ 11 4 23 - - 12% 90%+1 H 3 15 Launch 20 / 39

Special Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Dragon Flash Fist
236L/M/H
1200 High D1 24 4 14+3L -5 - 12% 80%+1 B 3 15 Slide 33 80 / 79 + Slide 34
1300 High D1 26 4 14+3L -5 - 12% 80%+1 B 3 15 GBounce 80 / 79 + GBounce + Slide 19
1400 High D1 24~32 [20~28] 4 14+3L -5 8-16~24 [8-12~20] All -50% 80%+1 B 3 15 GBounce 80 / 79 + GBounce + Slide 19
Dragon Flash Fist (Air)
j.236L/M/H
1000 High D1 20 4 20 - - 12% 80%+1 H 3 15 Slide 28 80 / 79 + Slide 41
1200 High D1 22 4 22 - - 12% 80%+1 H 3 15 GBounce 80 / 79 + GBounce + Slide 19
1300 High D1 24~32 [20~28] 4 18 -4 8-16~24 [8-12~20] All -50% 80%+1 H 3 15 GBounce 80 / 79 + GBounce + Slide 19
  • Removes landing recovery
Flurry Kick
214L/M/H
500*2 All - 10 3(6)3 11 -2 - 6% *2 100%+1 *2 B 0 11*2 22*2 23*2
350*4 All U1+ 13 3{(6)3}*3 21 -39 - 6% *4 100%+1 *3 (Once), 100%+1 B 0 11*2 Launch 23*4 / 23*3, 47 + WSplat
270*6 All U1+ 11 2{(6)2}*5 14 -44 - -50% 100%+1 *5 (Once), 100%+1 B 0 11*6 Launch 23*6 / 23*5, 64 + WBounce
Flurry Kick (Air)
j.214L/M/H
500*2 All - 7 3(6)3 18 - - 6% *2 100%+1 *2 H 0 11*2 Launch 23*2
300*4 All U1+ 9 3{(6)3}*3 18 - - 6% *4 100%+1 *3 (Once), 100%+1 H 0 11*4 Launch 23*4 / 23*3, 49 + WSplat
270*6 All U1+ 7 2{(6)2}*5 14 - - -50% 100%+1 *5 (Once), 100%+1 H 0 11*6 Launch 23*6 / 23*5, 57 + WBounce
Kamehameha
236S
262*5 [280*5] All - 18 25 [21] 21 [17] -16 [-10] - 2.4% *5 90%+1 (Once) P2 - 15+2*5 Launch 25+2 + WSplat*5 [40+2*5]
  • Values in [] are for angled version
  • Enters recovery on hit/block
  • On whiff, recovery is 21 [17]
Kamehameha (Air)
j.236S
262*5 All - 18 25 30(+3L) - - 2.4% *5 90%+1 (Once) P2 - 15+2*5 Launch 25+2 + WSplat*5 [40+2*5]
  • Values in [] are for angled version
  • Enters recovery on hit/block
  • On whiff, recovery is 30(+3L)

Z Assists

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Assist A
Kamehameha
200*5 All - 35 25 63 +30 - 0% 90%+2 (Once) P2 - 15+2*5 Launch 25+2 + WSplat*5
  • Enters recovery on hit/block
  • On whiff, recovery is 21
Assist B
Flurry Kick
250, 800 All - 21 - - +40 - 0% 90%+2 (Once) - - - - -
Assist C
Dragon Storm
450*2, 400 All - 41 [21] - - +50 - 0% 90%+2 (Once) - - - - -
  • Values in [] are when the opponent is in hitstun/untech
  • Enters recovery on hit/block

Super Moves

Version Damage 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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
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.
Super Kamehameha
236L+M
250*10 [270*10] All UDV 9+4 45 36 -19 9-20 All -100% 100%+2 (Once) P3 - 15+2*10 Launch 30+2*9, 22+2 [40+2*9, 35+2]
  • Values in [] are for angled version
  • Enters recovery on hit/block
Super Kamehameha (Air)
j.236L+M
250*10 All UDV 9+4 45 45 [42] - 9-20 All -100% 100%+2 (Once) P3 - 15+2*10 Launch 30+2*9, 22+2 [30+2 + Slide 4*9, 60+2 + Slide 29]
  • Values in [] are for angled version
  • Enters recovery on hit/block
Warp Kamehameha
236H+S
270*10 All UDV 18+4 [8+4] 45 36 -19 18-29 [8-19] All -100% 100%+2 (Once) P3 - 15+2*10 Launch 40+2*9, 35+2
  • Values in [] are when the opponent is in hitstun/untech
  • Enters recovery on hit/block
Warp Kamehameha (Air)
j.236H+S
270*10 All UDV 18+4 [8+4] 45 36 -19 18-29 [8-19] All -100% 100%+2 (Once) P3 - 15+2*10 Launch 40+2*9, 35+2
  • Values in [] are when the opponent is in hitstun/untech
  • Enters recovery on hit/block
Meteor Smash
214L+M or 214H+S
4259 All UDV 9+3~9 6 24 -14 [+45] 1-17~23 All -300% - B 4 15 Launch Down

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L 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 Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 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 even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out 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

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