DBFZ/Trunks/Frame Data

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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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5% - - B All - 6 3 14 -5 1 11 16 16 -
5LL 700 7% - - B All - 11 3 20 -7 2 15 18 18 -
5LLL 700 / 1000 12% - - B All U3+ 13 6 21 -7 3 / 4 15 Launch 30 13-18 All
5M 700 7% - - B All - 9 3 22 -9 2 15 18 18 -
5H 850 / 1000 12% - - B All U1 13 2 31 -17 4 15 Launch 22 / 39 + WBound 13-16 Ki Blasts
5S 600 6% - - P1 All - 15 - Total 59 -5 - 15 Launch 20 -
2L 400 5% - - B All - 6 3 14 -5 1 11 16 16 -
2M 700 7% - - F Low - 12 9 17 -10 2 15 Launch 22 -
2H 850 / 1000 12% - - B All U1+ 15 2 32 -18 4 15 Launch 22 / 39 4-16 Head, 15-16 Ki Blasts
6M 850 12% - - B High - 24 6 4+6L ±0 3 15 18 23 24-29 Ki Blasts
j.L 400 5% - - H High - 6 3 12 - 1 11 16 16 -
j.M 700 7% - - H High - 10 5 17 - 2 15 18 18 -
5LLLLLLL 850 / 1000 12% - - H High D2+ 13 3 29 - 3 / 4 15 20 60 / 34 + WBounce 13-17 Ki Blasts
j.H 850 / 1000 12% - - H High D1+ 13 3 29 - 3 / 4 15 20 60 / 59 + Slide 34 13-17 Ki Blasts
  • Removes landing recovery on Smash hit
j.S 600 6% - - P1 All - 16 - Total 50 - - 15 Launch 20 -
Cyclone Buster
Cyclone Jump > S
600 6% - - P1 All - 10 - Total 48+6L - - 15 Launch 26+3 -
j.2H 850 12% - - H All U1+ 13 3 24 - 3 15 Launch 20 / 39 -

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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Shining Slash
236L 400 / 400,50*4,800 2% / 2%*6 - - B High D1 26 3 Until L(+4) -5 3 15 Launch 80 / 79 + Slide 34 -
  • Fixed hitstun
236M 400 / 400,50*8,800 2% / 2%*10 - - H High D1 32 3 Until L(+4) +2 3 15 Launch 80 / 79 + Slide 39 -
  • Fixed hitstun
236H 600 / 600,50*14,800 -50% - - B High D1 24 3 Until L(+4) -5 3 15 Launch 80 / 79 + Slide 44 -
  • Fixed hitstun
j.236L 300 / 300,50*4,800 2% / 2%*6 - - H High D1 22 3 17(+4L) - 3 15 Launch 80 / 79 + Slide 34 -
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
j.236M 300 / 300,50*8,800 2% / 2%*10 - - H High D1 26~Until L 3 17(+4L) +2 3 15 Launch 80 / 79 + Slide 39 -
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
  • Stays in startup until he gets close to the opponent or touches the ground
  • On whiff, minimum active is 1
j.236H 300 / 300,50*14,800 -50% - - H High D1 20 3 17(+4L) - 3 15 Launch 80 / 79 + Slide 44 -
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
Cyclone Jump
214L - 0% - - - - - 11 24 3+6L - - - - - -
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
214M - 0% - - - - - 11 24 3+6L - - - - - -
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
214H - -50% - - - - - 9 42 4 - - - - - -
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 11
j.214L - 0% - - - - - 11 24 4+6L - - - - - -
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H from frame 14
j.214M - 0% - - - - - 11 24 4+6L - - - - - -
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H from frame 14
j.214H - -50% - - - - - 9 42 4 - - - - - -
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, j.DR, j.236L/M/H from frame 11
Masenko
236S 262*5 2.4%*5 - - P2 All - 18 25 33 -16 - 15+2*5 Launch 25+2 + WBound*5 -
  • Enters recovery on hit/block
  • On whiff, recovery is 21
Change the Future
214S 900 12% - - B, P2 All U1+ 19 1, 12 8 -5 3 15, 10+4 Launch 20, 20+4 / 59 + CBound 1-20 Ki Blasts
214[S] - 0% - - - - - - - Total 26 - - - - - 1-10 Ki Blasts

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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Change the Future
Assist A 800 0% - - P2 All - 31 12 61 +14 - 10+4 Launch 30+10 17-36 Ki Blasts
Masenko
Assist B 200*5 0% - - P2 All - 35 - - +30 - 15+2*5 Launch 25+2 + WBound*5 -
Flurry Slash
Assist C 450*2 / 450*2, 400 0% - - - All - 46 [21] 4(8)2 / 4(8)2(17)2 - +50 - 15+8, 15+15 20+13, Launch / 20+13, Launch 20+13, 35+20 / 20+13, 35+20, +16 -
  • 3rd attack only comes out if either of the first 2 hits.

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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Burning Attack
236L+M
or 236H+S
2200 -100% - - P3 All UDV 9+4 - 57 -27 - 15+15 Launch 40+15 9-18 All
  • Minimum damage: 814
  • Fixed hitstun
  • Enters recovery on hit/block
  • On whiff, total animation is 63
Heat Dome Attack
214L+M
or 214H+S
0, 124*49 -300% - - - Throw UDV 9+3 1 37 - - - Launch Down 1-14 All
  • Minimum damage: 0, 35*49
  • Fixed hitstun

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Trunks/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
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


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