DBFZ/SS Goku/Frame Data: Difference between revisions

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==Z Combo Table==
==Z Combo Table==
{| class="wikitable" style="display: inline-table; text-align: center; margin-right: 100px;"
{| class="wikitable" style="display: inline-table; text-align: center; margin-right: 100px;"
|+Ground Z Combo
|+Ground Z Combo
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! L !! M !! H !! S !! Cancel
! L !! M !! H !! S !! Cancel
|-
|-
! <span style="color:blue">j.L<sup>[2]</sup></span>
! j.L
| j.L || j.M || j.H, j.2H || j.S || Jump, Sp
| j.LL, j.4LL || j.M || j.H, j.2H || j.S || Jump, Sp
|-
! j.LL
| - || - || j.H, j.2H || j.S || Jump, Sp
|-
! j.4LL
| - || j.M || j.H, j.2H || j.S || Jump, Sp
|-
|-
! j.M
! j.M
| j.L || - || j.H, j.2H || j.S || Jump, Sp
| j.L, j.4LL || - || j.H, j.2H || j.S || Jump, Sp
|-
|-
! j.H
! j.H
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::For example, 2L > 2L works, but 2L > 5L > 2L doesn't.
::For example, 2L > 2L works, but 2L > 5L > 2L doesn't.
*5S and j.S (repeated) can be done by either holding down the button or pressing each shot individually, whichever way they still count as one move.
*5S and j.S (repeated) can be done by either holding down the button or pressing each shot individually, whichever way they still count as one move.
*j.LL is a special tracking j.M that's only available on air-to-air hit.
*Vanish can cancel any non-cinematic move even during their startup.
*Vanish can cancel any non-cinematic move even during their startup.
:'''X''' = X is available on hit or block.
:'''X''' = X is available on hit or block.
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: '''Sp''' = Special/Super/Meteor Attacks.
: '''Sp''' = Special/Super/Meteor Attacks.


==Sources==
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Revision as of 10:24, 11 December 2018

Template:CharNav-DBFZ

System Data

Health:

Prejump:

Assist Cooldown:


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 4 11 -3 - 700 All - 9 3 17 -4 - 1000 All - 14 3 21 -5 - 400 All - 6 3 13 -3 - 700 All - 9 6 17 -7 - 700 Low - 10 6 15 -5 - 850 High - 24 6 10 0 - 850 All - 14 6 18 -8 - 850 All - 14 3 30 -17 - 300x1-6 All - 13 1-51 24 -3 - 600 All - 13 1 21 -1 - 400 High - 6 4 11 -1 - 700 High - 10 3 14 +1 - 850 High - 13 6 21 -11 - 850 All - 11 4 23 -10 - 600 All - 12 1 20 0 -

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.
Dragon Flash Fist
900 High - 24 4 17 -5 - 1000 High - 26 4 17 -5 - 1100 High - 24 4 16 -5 9 900 High - 20 3 20 -7 - 1000 High - 22 4 22 -9 - 1100 High - 24 4 18 -6 9 Flurry Kick
470x2 All - 10, 7 3x2 16 -3 - 270x4 All - 13, 7x3 3x4 29 -16 to -43 - 240x6 All - 11, 7x5 2x6 25 -11 to -51 - 470x2 All - 7x2 3x2 30* variable - 270x4 All - 9, 7x3 3x4 22* variable - 240x6 All - 7x6 2x6 10* variable - Kamehameha
1098 (5 hits) All - 18 25 21 -16 - 1098 (5 hits) All - 18 25 30 -13 -

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.
Kamehameha
760 (5 hits) All - 42 25 63 - -

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.
Super Kamehameha
2050 (20 hits) All - 9+4 45 36 -19 12 2050 (20 hits) All - 9+4 45 45 -28 12 Warp Kamehameha
2214 (20 hits) All - 18+4 45 36 -19 12 2214 (20 hits) All - 18+4 45 36 -19 12 Meteor Smash
4208 (59 hits) All - 9+3 6 24 -14 17

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.LL, j.4LL j.M j.H, j.2H j.S Jump, Sp
j.LL - - j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.M j.L, j.4LL - 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.
For example, 2L > 2L works, but 2L > 5L > 2L doesn't.
  • 5S and j.S (repeated) can be done by either holding down the button or pressing each shot individually, whichever way they still count as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
  • Vanish can cancel any non-cinematic move even during their startup.
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.
Sp = Special/Super/Meteor Attacks.

Sources

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