DBFZ/Trunks/Frame Data

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< DBFZ‎ | Trunks
Revision as of 07:03, 4 March 2019 by Shtkn (talk | contribs)

System Data


Normal Moves

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.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H
j.S

Special Moves

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.
Shining Slash
236L
236M
236H
j.236L
j.236M

Trunks remains in startup state until he either reaches his opponent or frame 43, whichever comes first. Frame advantage depends on whether opponent blocks on ground or air.

j.236H Cyclone Jump
214L

Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 16 and ending on frame 35

214M

Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 16 and ending on frame 35

214H

Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 11 and ending on frame 35

j.214L

Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 15 and ending on frame 34

j.214M

Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 15 and ending on frame 34

j.214H

Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 11 and ending on frame 35

Cyclone Buster
Cyclone Jump > S
Masenko
236S
Change the Future
214S

Hitstun is 45 frames ground-techable if 1st active frame connects, 13 frames air-techable otherwise

214[S]

Assist

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.
Change the Future
A1/A2

Super Moves

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.
Burning Attack
236LM
or 236HS
Heat Dome Attack
214LM
or 214HS

Sources

Navigation

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.

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