DBFZ/Teen Gohan/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data[edit]


Normal Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 5 - B1 All - 6 3 12 -3 - - - - -
5LL 700 7 - B2 All - 9 3 17+10L -4 - - - - -
5LLL 1000 12 - H4 All U3+ 13 4 Until L+3 -5 - - - - -
2L 400 5 - F1 Low - 7 3 13 -4 - - - - -
5M 700 7 - B2 All - 9 3 17 -3 - - - - -
2M 700 7 - F2 Low - 11 12 12 -8 - - - - -
6M 850 12 - B3 High - 24 6 4+6L 0 - - - - -
5H 850 12 - B4 All U1 15 6 18 -8 - - - - -
2H 850 12 - B4 All U1+ 15 3 22+8L -17 - - - - 4-17 Head
5S 300*4 6*4 - P1 All - 11 - 25 -4 - - - - -
2S 600, 700 6*2 - P1 All - 32 - 20+6L - - - - - -
j.L 400 5 - H1 High - 6 3 - - - - - - -
j.M 700 7 - H2 High - 9 3 - - - - - - -
j.H 850 / 1000 12 - H2 High D1+ 13 3 - - - - - - -
j.2H 850 12 - H3 All U1+ 11 3 - - - - - - -
j.S 400*4 6*4 - P1 All - 13 - +5L - - - - - -
j.2S 600, 700 6*2 - P1 All - 20 - +6L - - - - - -

Special Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5-Hit Combo
236L 500 15 - B2 All - 11 6 16 -5 - - - - -
236M 500 15 - B2 All - 13 11 16 -11 - - - - -
236H 300*4, 900 -50% - B2 All U1+ 13 7 16 -5 - - - - -
Flying Kick
j.236L 350*N 5*N - H1 All - 7 {3(2)3}*N 11 -5 - - - - -
j.236M 80*7 / 80*7,600 3*7 / 3*7,12 - H1 All U1+ 16 {3(1)3}*6 10 -2 - - - - -
j.236H 80*13 / 80*13,900 -50% - H1 All U1+ 9 {3(1)3}*12 6 +1 - - - - -
Super Dragon Flight
214L 1000 12 - B6 All - 9 10 21+8 -28 - - - - -
214M 1350 12 - B3 All U1+ 16 16 29+8 -41 - - - - 1-17 All
214H 1000 / 1000,200*6 -50% - B5 All U1+ 9 3 29 -20 - - - - 1-11 All

Z Assists[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Super Dragon Flight
800 0 - B6 All - 22 16 - 29 - - - - 10-? All
Assist B 300, 700 0 - - All - 31 - - 33 - 33 - - -
Assist C 80*7, 450, 400 0 - - All - 45 - - 35 - 35 - - -

Super Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Motionless Kamehameha
236L+M
or 236H+S
340*10 -100 - P3 All UDV 9+4 41 33 -16 - - - - 9-20 All
Father-Son Kamehameha
214L+M
or 214H+S
230*20 -300 - P3 All UDV 13+3 82 51 -34 - - - - 1-11 All
Full Power
214[L+M]
or 214[H+S]
110*20 -200 - P3 All UDV 2+0 78 99 - - - - - 1-End All

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] - - j.S, j.2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 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 (1-4) - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S Jump, Sp
j.S (1-4) - - - j.2S Sp
j.2S - - - - Sp
  • j.LL acts like j.M with better reach and only comes out on air-to-air hit on the point character.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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[edit]

Placeholder

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Teen Gohan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc