DBFZ/SS Goku/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | SS Goku
(→‎Normal Moves: added frame data (obtained by using hitbox viewer and examining 60fps footage))
(→‎Special Moves: Added frame data derived from hitbox viewer and 60fps recording, could use independent check on frame advantage for Flurry Kick)
Line 160: Line 160:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236L
  |version=236L
  |damage= |level= |attribute= |guard=
  |damage= 900|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 24|active= 4|recovery= 17|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 168: Line 168:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236M
  |version=236M
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 26|active= 4|recovery= 17|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 176: Line 176:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236H
  |version=236H
  |damage= |level= |attribute= |guard=
  |damage= 1100|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 24|active= 4|recovery= 16|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= 9|hitbox=
  |description=
  |description= Teleport frames 8-16
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236L
  |version=j.236L
  |damage= |level= |attribute= |guard=
  |damage= 900|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 20|active= 3|recovery= 20|frameAdv= -7
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 192: Line 192:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236M
  |version=j.236M
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 22|active= 4|recovery= 22|frameAdv= -9
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 200: Line 200:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236H
  |version=j.236H
  |damage= |level= |attribute= |guard=
  |damage= 1100|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 24|active= 4|recovery= 18|frameAdv= -6
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= 9|hitbox=
  |description=
  |description= Teleport frames 8-16
  }}
  }}
! colspan=16 style="background: white;"|Flurry Kick
! colspan=16 style="background: white;"|Flurry Kick
Line 210: Line 210:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214L
  |version=214L
  |damage= |level= |attribute= |guard=
  |damage= 470x2|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 10, 7|active= 3x2|recovery= 16|frameAdv= -3
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 218: Line 218:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214M
  |version=214M
  |damage= |level= |attribute= |guard=
  |damage= 270x4|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 13, 7x3|active= 3x4|recovery= 29|frameAdv= -16 to -43
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 226: Line 226:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214H
  |version=214H
  |damage= |level= |attribute= |guard=
  |damage= 240x6|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 11, 7x5|active= 2x6|recovery= 25|frameAdv= -11 to -51
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 234: Line 234:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.214L
  |version=j.214L
  |damage= |level= |attribute= |guard=
  |damage= 470x2|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 7x2|active= 3x2|recovery= 30*|frameAdv= variable
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Recovery may be less if Goku lands
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.214M
  |version=j.214M
  |damage= |level= |attribute= |guard=
  |damage= 270x4|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 9, 7x3|active= 3x4|recovery= 22*|frameAdv= variable
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Recovery may be less if Goku lands
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.214H
  |version=j.214H
  |damage= |level= |attribute= |guard=
  |damage= 240x6|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 7x6|active= 2x6|recovery= 10*|frameAdv= variable
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Recovery may be less if Goku lands
  }}
  }}
! colspan=16 style="background: white;"|Kamehameha
! colspan=16 style="background: white;"|Kamehameha
Line 260: Line 260:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236S
  |version=236S
  |damage= |level= |attribute= |guard=
  |damage= 1098 (5 hits)|level= |attribute= Projectile Lvl 2|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 18|active= 25|recovery= 21|frameAdv= -16
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 268: Line 268:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236S
  |version=j.236S
  |damage= |level= |attribute= |guard=
  |damage= 1098 (5 hits)|level= |attribute= Projectile Lvl 2|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 18|active= 25|recovery= 30|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=

Revision as of 08:15, 14 March 2018

System Data

Health: 10,000

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
- - - - - - - -

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
- - - - - - - - - - - - - - - - Warp Kamehameha
- - - - - - - - - - - - - - - - Meteor Smash
- - - - - - - -

Sources


Template:Navbar-DBFZ