DBFZ/Teen Gohan/Frame Data: Difference between revisions

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==Z Combo Table==
{| style="margin: 1em auto 1em auto;"
|+
|- style="vertical-align: top;"
|
{| class="wikitable" style="text-align: center; margin-right: 10px;"
|+Ground Z Combo
|-
!
! L !! M !! H !! S !! Cancel
|-
! 5L
| <span style="color:green">5LL<sup>[+]</sup>,</span> 2L || 5M, 2M, 6M || 5H, 2H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
|-
! 5LL
| <span style="color:green">5LLL<sup>[+]</sup></span> || - || - || j.S, j.2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
|-
! 5LLL
| - || - || - || - || Sp
|-
! 2L
| 5L, <span style="color:green">2LL<sup>[+]</sup></span> || 5M, 2M, 6M || 5H, 2H || 5S, 2S || Sp
|-
! <span style="color:blue">2LL<sup>[5L]</sup></span>
| - || 5M, 2M, 6M || 5H, 2H || 5S, 2S || Sp
|-
! 5M
| - || 2M, 6M || 5H, 2H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
|-
! 2M
| - || 5M, 6M || 5H, 2H || 5S, 2S || Sp
|-
! 6M
| - || - || - || - || -
|-
! 5H
| - || - || 2H || 5S, 2S || Sp
|-
! 2H
| - || - || - || - || Sp
|-
! 5S
| - || - || 5H, 2H || 2S || Sp
|-
! 2S
| - || - || - || - || Sp
|}
|
{| class="wikitable" style="text-align: center; margin-left: 10px;"
|+Air Z Combo
|-
!
! L !! M !! H !! S !! Cancel
|-
! j.L
| j.4LL, <span style="color:red">j.LL<sup>[-]</sup></span> || 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
|-
! <span style="color:blue">j.LL<sup>[j.4LL, j.M]</sup></span>
| - || - || j.H, j.2H || j.S, j.2S || Jump, Sp
|-
! <span style="color:blue">j.M<sup>[j.LL]</sup></span>
| 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
| - || - || - || j.2S || Sp
|-
! j.2S
| - || - || - || - || Sp
|}
|}
*5[S] and j.[S] can be inputted 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.
:'''X''' = X is available on hit or block.
:<span style="color:red">'''X<sup>[-]</sup>''' = X is only available on hit.</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available even on whiff.</span>
:<span style="color:blue">'''X<sup>[Y]</sup>''' = X isn't available if Y has been used in the string.</span>
: '''Sp''' = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.


==Sources==
==Sources==
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Revision as of 16:25, 18 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 3 12 -3 - 700 All - 6 3 12+3 -2 - 1000 All - 13 2 15+3 -4 - 400 L - 7 3 13 -4 - 700 All - 9 3 16 -3 - 700 L - 11 12 12 -8 - 850 H - 24 6 4+6 0 - 850 All - 15 6 10+8 -8 - 850 All - 15 3 22+6 -17 - 300 All - 11 - 25 -2 - 600,700 All - 32 10 21+8 - - 400 H - 6 3 13 - - 700 H - 9 2 20 - - 850 H - 13 3 - - - 850 All - 11 3 26 - - 400 All - 13 3 21 - - 600,700 All - 20 - - - -

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.
Five Hit Combo
2120 All - 13 6 10+4 -4 - 2120 All - 13 11 13+4 -12 - 1580 All - 14 7 13+3 -7 - Super Dragon Flight
1000 All - 9 10 22+8 -28 - 1350 All - 16 16 29+8 -41 1-17 1840 All - 9 3 29 -20 1-11 Flying Kick
945 All - 8 3(2)3(2)3 10 - - 1360 All - 16 [3(1)3] Till L 6 - - 1754 All - 12 [3(1)3] Till L 6 7 -

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.
Super Dragon Flight
800 All - 27 16 68 - 5-22

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.
Motionless Kamehameha
2788 All - 9+4 41 33 - 9-20 Father Son Kamehameha
4163 All - 13+4 82 51 -30 1-11 Full Power!
4163,1980 - - 2+0 78 99 - 1-All

Z Combo Table

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 - - 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 - - - j.2S Sp
j.2S - - - - Sp
  • 5[S] and j.[S] can be inputted 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.
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

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