DBFZ/SS Goku/Frame Data: Difference between revisions

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< DBFZ‎ | SS Goku
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(→‎Normal Moves: added frame data (obtained by using hitbox viewer and examining 60fps footage))
Line 23: Line 23:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5L
  |version=5L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 4|recovery= 11|frameAdv= -3
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 31: Line 31:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LL
  |version=5LL
  |damage= |level= |attribute= |guard=  
  |damage= 700|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 3|recovery= 17|frameAdv= -4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 39: Line 39:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LLL
  |version=5LLL
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 14|active= 3|recovery= 21|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 46: Line 46:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=2L
  |version=2L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 3|recovery= 13|frameAdv= -3
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 54: Line 54:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=5M
  |version=5M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 6|recovery= 17|frameAdv= -7
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 62: Line 62:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version= 2M
  |version= 2M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= Low
  |startup= |active= |recovery= |frameAdv=
  |startup= 10|active= 6|recovery= 15|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 69: Line 69:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=6M
  |version=6M
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 24|active= 6|recovery= 10|frameAdv= 0
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 78: Line 78:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5H
  |version=5H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 14|active= 6|recovery= 18|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 86: Line 86:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=2H
  |version=2H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 14|active= 3|recovery= 30|frameAdv= -17
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=5S
|damage= 300x1-6|level= |attribute= Projectile Lvl 1|guard= All
|startup= 13|active= 1-51|recovery= 24|frameAdv= -3
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
  }}
  }}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=2S
  |version=2S
  |damage= |level= |attribute= |guard=
  |damage= 600|level= |attribute= Projectile Lvl 1|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 1|recovery= 21|frameAdv= -1
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 103: Line 110:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.L
  |version=j.L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 4|recovery= 11|frameAdv= -1
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 111: Line 118:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.M
  |version=j.M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 10|active= 3|recovery= 14|frameAdv= +1
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 119: Line 126:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.H
  |version=j.H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 6|recovery= 21|frameAdv= -11
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 127: Line 134:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.2H
  |version=j.2H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 11|active= 4|recovery= 23|frameAdv= -10
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 135: Line 142:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.S
  |version=j.S
  |damage= |level= |attribute= |guard=
  |damage= 600|level= |attribute= Projectile Lvl 1|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 12|active= 1|recovery= 20|frameAdv= 0
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 142: Line 149:
  }}
  }}
|}
|}
==Special Moves==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"

Revision as of 06:52, 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
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Flurry Kick
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Kamehameha
- - - - - - - - - - - - - - - -

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


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