DBFZ/Yamcha/Frame Data: Difference between revisions

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{{NavTabs|game=DBFZ|chara=Yamcha|discord=https://discord.gg/KwWr7XU|active=frame_data}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
 
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<div style="float:left; margin-right:25px;">
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|  Wolf Fang Fist
{{AttackVersion|name=Wolf Fang Fist|subtitle=236L/M|rowspan=2}}
|-
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
! colspan=16 style="background: white;"| Pack Attack
{{AttackVersion|name=Pack Attack|subtitle=Wolf Fang Fist > 5L/M|rowspan=2}}
|-
{{AttackVersion|name=Wolf Fang Fist > 5L}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5L}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5L}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5L Extra}}
|-
|-
{{AttackVersion|name=Wolf Fang Fist > 5M}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5M}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5M}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X 5M Extra}}
|-
|-
! colspan=16 style="background: white;"| Finisher
{{AttackVersion|name=Finisher|subtitle=Wolf Fang Fist > 6L/M|rowspan=2}}
|-
{{AttackVersion|name=Wolf Fang Fist > 6L}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6L}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6L}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6L Extra}}
|-
|-
{{AttackVersion|name=Wolf Fang Fist > 6M}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6M}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6M}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X 6M Extra}}
|-
|-
! colspan=16 style="background: white;"| Flash
{{AttackVersion|name=Flash|subtitle=Wolf Fang Fist > H}}
|-
{{AttackVersion|name=Wolf Fang Fist > H}}
{{#lst:{{BASEPAGENAME}}/Data|236X H}}
{{#lst:{{BASEPAGENAME}}/Data|236X H}}
{{#lst:{{BASEPAGENAME}}/Data|236X H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X H Extra}}
|-
|-
! colspan=16 style="background: white;"| Whiskers
{{AttackVersion|name=Whiskers|subtitle=Wolf Fang Fist > S}}
|-
{{AttackVersion|name=Wolf Fang Fist > S}}
{{#lst:{{BASEPAGENAME}}/Data|236X S}}
{{#lst:{{BASEPAGENAME}}/Data|236X S}}
{{#lst:{{BASEPAGENAME}}/Data|236X S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X S Extra}}
|-
|-
! colspan=16 style="background: white;"| Tail
{{AttackVersion|name=Tail|subtitle=Wolf Fang Fist > 4S}}
|-
{{AttackVersion|name=Wolf Fang Fist > 4S}}
{{#lst:{{BASEPAGENAME}}/Data|236X 4S}}
{{#lst:{{BASEPAGENAME}}/Data|236X 4S}}
{{#lst:{{BASEPAGENAME}}/Data|236X 4S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X 4S Extra}}
|-
|-
! colspan=16 style="background: white;"| Neo Wolf Fang Fist
{{AttackVersion|name=Neo Wolf Fang Fist|subtitle=236H}}
|-
{{AttackVersion|name=236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
! colspan=16 style="background: white;"| Wolf Fang Fist: Gale Claws
{{AttackVersion|name=Wolf Fang Fist: Gale Claws|subtitle=214L/M/H|rowspan=3}}
|-
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=Wolf Fang Fist: Gale Claws (Air)|subtitle=j.214L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{AttackVersion|name=j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{AttackVersion|name=j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
! colspan=16 style="background: white;"|Kamehameha
{{AttackVersion|name=Kamehameha|subtitle=236S}}
|-
{{AttackVersion|name=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Spirit ball
{{AttackVersion|name=Spirit Ball|subtitle=236L+M or 236HS}}
|-
{{AttackVersion|name=236L+M|subtitle=or 236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
! colspan=16 style="background: white;"|Ultimate Wolf Fang Fist
{{AttackVersion|name=Ultimate Wolf Fang Fist|subtitle=214L+M or 214HS}}
|-
{{AttackVersion|name=214L+M|subtitle=or 214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
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==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}

Revision as of 18:12, 22 May 2021

System Data


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
5L


5LL


5LLL


2L


5M


2M


6M


5H


2H


5S


j.L


j.M


j.H


j.2H


j.S


Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Wolf Fang Fist
236L/M


Pack Attack
Wolf Fang Fist > 5L/M


Finisher
Wolf Fang Fist > 6L/M


Flash
Wolf Fang Fist > H


Whiskers
Wolf Fang Fist > S


Tail
Wolf Fang Fist > 4S


Neo Wolf Fang Fist
236H


Wolf Fang Fist: Gale Claws
214L/M/H


Wolf Fang Fist: Gale Claws (Air)
j.214L/M/H


Kamehameha
236S


Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Assist A
Wolf Fang Fist


Assist B


Assist C


Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Spirit Ball
236L+M or 236HS


Ultimate Wolf Fang Fist
214L+M or 214HS


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[+] 5M, 2M, 6M 5H, 2H 5S, 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 - - j.2H - Sp
5S - - 5H, 2H - Sp
2S - - - - -
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S - - - - Sp
  • 2H is Sp cancellable on each hit.
  • 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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Navigation

To edit frame data, edit values in DBFZ/Yamcha/Data.

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