DBFZ/UI Goku/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 - 7 - - -9 3 - - - -
  • Clash level: 1
5LL 700 12% - - H All - 14 - - -5 3 - - - 4-17 Low
  • Clash level: 2
5LLL 300, 800 7%*2 - - B Throw U3+ 11 - - - 4 - - - -
5M 700, 400 7%*2 - - B All, Low - 10 - - -5 2 - - - -
5H 850 / 300,700 12% / 8%*2 - - B All U1 15 - - -13 4 - - - -
5S 600, 100*3 5%, 0.5%*3 - - P1 All - 21 - - -5 3 - - - -
2L 400 5% - - F Low - 7 - - -4 1 - - - -
2M 700 7% - - F Low - 13 - - -7 2 - - - -
2H 400*2 / 400,850 12%*2 - - B All U1+ 13 - - -16 4 - - - 4-16 Head
2S 800 7% - - P1 All - 21 - Total 55 - 3 - - -9 -
6M 850 12% - - B High - 24 6 4+6L ±0 3 15 18 23 -
6H
Catch
- - - - - - - - - Total 56 - - - - - 4-33 Non-throw, non-Super
6H
Counter
- - - - - - - - - Total 4+9
[Total 4+4]
- - - - - 1-15 All
[1-10 All]
6S 200*2, 750*2 4%*2, 5%*2 - - B, P1 All - 12 - - -13 2*2, 3*3 - - - 4-49 Ki Blasts
j.L 400 5% - - H High - 6 - - - 1 - - - -
j.M 700 7% - - H High - 11 - - - 2 - - - -
5LLLLLLL 850 / 1000 12% - - H High D2+ 13 - - - 3 / 4 - - - -
j.H 850 / 1000 12% - - H High D1+ 13 - - - 3 / 4 - - - -
  • Removes landing recovery on Smash hit
j.S 600, 100*3 5%, 0.5%*3 - - P1 All - 18 - Total 54+10L - 3 - - - -
j.2H 850 12% - - H All U1+ 13 - - - 3 - - - -

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.
Godly Display
236L 850 / 200,100*8 / 200,80*12 12% / 1%*9 / 1%*12, 5% - - B All U1+ 16 - - -2 3 - - - 16-19 All
236M 850 / 200,120*8 / 200,100*12 12% / 1%*9 / 1%*12, 5% - - B All U1+ 28 - - -2 3 - - - 28-35 All
236H 850 / 200,140*8 / 200,60*24 -50% - - B All U1+ 16 - - -2 3 - - - 16-19 All
Autonomous Fist
j.236L 100*7, 300 1%*7, 6% - - H All - 11 - - - 3 - - - -
j.236M 100*7, 200, 300 1%*8, 6% - - H All D1 15 - - - 3 - - - -
j.236H 100*7, 200, 300, 700 -50% - - H All D1 11 - - - 3 - - - -
Unencumbered Mind
214[L] - - - - - - - 31 - Total 59 - - - - - 4-52 Projectiles
214[M] - - - - - - - 31 - Total 99 4-92 Projectiles - - - - -
214[H] - -50% - - - - - - - Total 93 - - - - - 4-18 All, 19-86 Projectiles
Godly Strike
214L 1000 12% - - H All D1 31 - - +3 3 - - - 4-19 Projectiles
j.214L 1000 12% - - H All D1 28 [21~34] - - +3 3 - - - -
214[X] > L 1000 12% - - H All D1 19 - - +3 3 - - - -
Transcendence
214M 0, 250*6 2%*6 - - B Throw U2+ 31 - - - 3 - - - 4-25 Projectiles
j.214M 0, 250*6 2%*6 - - B Throw U2+ 35~44 - - - 3 - - - -
214[X] > M 0, 250*6 2%*6 - - B Throw U2+ 27 - - - 3 - - - -
Embodied Light
214H 400 / 0,500*4 -50% - - B All U1+ 18 - +10L -5 3 - - - 4-20 All
j.214H 400 / 0,500*4 -50% - - H All U1+ 9 - +10L - 3 - - - 4-11 All
214[X] > H 400 / 0,500*4 -50% - - B All U1+ 10 - +10L -5 3 - - - 1-12 All
Kamehameha
236S 262*5 2.4%*5 - - P2 All - 26 - - -18 3 - - - -
j.236S 262*5 2.4%*5 - - P2 All - 26 - - - 3 - - - -
214[X] > S 262*5 2.4%*5 - - P2 All - 24 - - -5 3 - - - 1-48 Projectiles
Rising Heat
22S 400, 1400 8%*2 - - P1 All - 16 - - -31 3 - - - 1-29 All
Unrestrained Will
Recover > [L+M] 1000 12% - - H All D1 25 - - -20 3 - - - 1-25 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. 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.
Assist A 400, 600 0% - - P1 All - 26 - - +25 3 - - - -
Assist B 200*5 0% - - P2 All - 41 - - +30 3 +30 - - -
Assist C 800 / 800,400 0% - - B All - 61 [21] - - +25 3 - - - -

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.
Accelerating Battle Spirit
236L+M 250*10 -100% - - - All UDV 19+4 [6+4] - - -44 4 - - - 19- All
j.236L+M 250*10 -100% - - - All UDV 19+4 [6+4] - - -46 4 - - - -
Unpolished Instinct
Accelerating Battle Spirit > X 809 -100% - - - All UDV - - - - - - - - -
Guiding Impulse
236H+S 2659 -100% - - - Throw - - - Total 70 - - - - - 1-45 Non-throw, non-Super
j.236L+M 2659 -100% - - - Throw - - - Until L - - - - - 1-45 Non-throw, non-Super
Silver Dragon Flash
214L+M 4359 -300% - - - All UDV 9+3~ - - -25 - - - - 1-15~20 All
j.214L+M 4359 -300% - - - All UDV 9+3~ - Until L - - - - - 1-15~20 All

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out 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]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/UI Goku/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