DBFZ/Videl/Frame Data: Difference between revisions

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{{AttackVersion|name=236X > L|subtitle=}}
{{AttackVersion|name=236X > L|subtitle=}}
{{#lsth:DBFZ/Videl/Data|236L > L Full}}
{{#lsth:DBFZ/Videl/Data|236x > L Full}}
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{{AttackVersion|name=236X > L > L|subtitle=}}
{{AttackVersion|name=236X > L > L|subtitle=}}
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{{#lsth:DBFZ/Videl/Data|j.214H Full}}
{{#lsth:DBFZ/Videl/Data|j.214H Full}}
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{{AttackVersion|name=236X > M|subtitle=}}
{{AttackVersion|name=236X > H|subtitle=}}
{{#lsth:DBFZ/Videl/Data|236X > M Full}}
{{#lsth:DBFZ/Videl/Data|236X > H Full}}
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! colspan=14 style="background: white;"|Moonsault Kick
! colspan=14 style="background: white;"|Moonsault Kick
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{{#lsth:DBFZ/Videl/Data|j.22H Full}}
{{#lsth:DBFZ/Videl/Data|j.22H Full}}
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{{AttackVersion|name=236X > H|subtitle=}}
{{AttackVersion|name=236X > M|subtitle=}}
{{#lsth:DBFZ/Videl/Data|236X > H Full}}
{{#lsth:DBFZ/Videl/Data|236X > M Full}}
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! colspan=14 style="background: white;"|Rising Eagle
! colspan=14 style="background: white;"|Rising Eagle

Revision as of 23:27, 4 March 2019

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
4MM
2M
6M
5H
2H
6H
5S
2S
j.L
j.M
j.H
j.2H
j.S
j.2S

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.
Videl Rush
236L
236M
236H
j.236L
j.236M
j.236H
Videl Rush Followup
236X > L
236X > L > L
Frankensteiner
214L
214M
214H
j.214L
j.214M
j.214H
236X > H
Moonsault Kick
22L
22M
22H
j.22L
j.22M
j.22H
236X > M
Rising Eagle
214S
236X > L > L > L

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.
Videl Rush
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.
Rainbow Storm
236LM
Defender of Love & Justice, Great Saiyaman!
236HS
Justice Rush
214LM
or 214HS
Justice Revenge
Knocked down > [HS]

Sources

Navigation

To edit frame data, edit values in DBFZ/Videl/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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