DBFZ/Yamcha/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Yamcha
No edit summary
Line 307: Line 307:
  |version=A1/A2
  |version=A1/A2
  |damage=830 |level= |attribute=Strike |guard=All
  |damage=830 |level= |attribute=Strike |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=25 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=

Revision as of 04:54, 22 July 2018

Template:CharNav-DBFZ

System Data

Health:

Prejump:

Assist Cooldown:


Normal Attacks

Version 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.
400 All - 7 - - -3 - 700 All - - - - -4 - 1196 All - - - - -5 - 400 All - 6 - - -3 - 700 All - 18 - - 0 - 700 L - 10 - - -5 - 850 H - 24 - - 0 - 850 All - 31 - - 4 - 1330 (2 hits) All - 13 - - -13 - 600 All - 14 - - 1 - 400 H - 6 - - - - 700 H - 9 - - - - 850 H - 15 - - - - 850 All - 12 - - -5 - 600 All - 13 - - - -

Special Moves

Version 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.
Kamehameha
1098 (5 hits) All - 26 25 22 -4 - Wolf Fang Fist
880 All - 11 - - -5 - 1010 All - 32 - - -5 - Flash
1200 All - 8 - - -6 - Pack Attack
110x7 All - 4 - - -5 - 110x8 All - 15 - - -5 - Finisher
1200 All - 12 - - -5 - 1500 All - 15 - - -12 - Whiskers
- - - - - - - - Tail
- - - - - - - - Neo Wolf Fang Fist
1412 All - - - - - - Wolf Fang Fist: Gale Claws
950 All - 9 - - -4 - 1040 All - 13 - - -7 - 1130 All - 9 - - -22 - - - - - - - - - - - - - - - - - - - - - - - - -

Assist

Version 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.
Wolf Fang Fist
830 All - 25 - - - -

Super Moves

Version 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.
Spirit ball
2000 (6 hits) All - - - - - - Ultimate Wolf Fang Fist
4015 All - - - - - -

Sources


Template:CharLinks-DBFZ Template:Navbar-DBFZ