Toggle search
Search
Toggle menu
Notifications
Toggle personal menu
DBFZ/SS Goku/Frame Data
From Dustloop Wiki
Views
Read
View source
View history
associated-pages
Page
Discussion
More actions
<
DBFZ
|
SS Goku
Revision as of 00:54, 15 March 2018 by
Shtkn
(
talk
|
contribs
)
(
diff
)
← Older revision
|
Latest revision
(
diff
) |
Newer revision →
(
diff
)
Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
-
34
25
63
-
-
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Moves
3
Special Moves
4
Assist
5
Super Moves
6
Sources