DBFZ/Adult Gohan/Frame Data

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Gohan (Adult)


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

Normal Attacks

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400×2 Low, All 6 3(5)3 11 -2
5LL Level 0 100×4 All 9 1{(2)1}×3 17 -2
5LLL Level 0 1000 U3+ All 11 2 19 -5
5LL Level 1+ 450 All 7 6 20 -10
5LLL Level 1+ 450 All 6 2 20 -6
5LLLL Level 1+ 450 All 7 3 13 0
5LLLLL Level 1+ 1000 U3+ All 11 2 19 -5
5M 700 All 9 4 20 -8
5H 850 U1 All 11 6 18 -8
5S 800 All 17 3 26 -2
2L 500 All 7 3 13 0
2M 700 Low 12 8 18 -10
2H 850 U1+ All 14 3 29 -16 4-16 Head
2S 600 All 12 Total 39 -4
6M 850 High 24 6 4+6 after landing 0
3L 80×4 All 9 1{(2)1}×3 17 -2
3[L] 80×9 All 9 1{(2)1}×8 17 -2
3H 700 All 8 4 18 -6 6-11 Head
j.L 400 High 6 5 12
j.M 700 High 9 4 16
j.H 850 / 1000 D1+ [D3+] High 11 4 21
j.S 600 All 9 Total 41+5 after landing
j.2H 850 U1+ All 11 3 19
j.2S 9 Until landing +9 after landing


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Jet Uppercut 900 All 9[7] 8 33[19] -29[-15] 1-16 Head
236M M Jet Uppercut 600,800 [600,800,180x1~3] U1 All 16 [16~18] 4(7)9 33 -30 1-19 All [1-19~21 All]
236H H Jet Uppercut 600,1000 [600,1000,180×1~7] U1 All 9 [9~13] 4(7)10 36 -34 1-12 All [1-12~16 All]
j.236L L Machine Gun Kick 250*N All 7 2{(3)2}×N [1{(2)1}×N] 12 -4
j.236M M Machine Gun Kick 250*N All 13 2{(3)2}×N [1{(2)1}×N] 12 -4
j.236H H Machine Gun Kick 50×10 [50×10,700] U1+ All 11 2{(3)2}×9 [1{(2)1}×18] 12 +1
214L L Ultimate Back Attack 1000 D1 High 24 [24~32] 8 11 -3 none [8-12~21 All]
214M M Ultimate Back Attack 1100 D1 High 28 [28~36] 8 11 -3 none [6-11~18 all]
214H H Ultimate Back Attack 1200 D1 High 26 [26~34] 8 11 -3 none [6-11~18 all]
j.214L Air L Ultimate Back Attack 900 D1 High 24 [24~32] 8 13 [-3] none [8-12~21 all]
j.214M Air M Ultimate Back Attack 1000 D1 High 28 [28~36] 8 13 [-3] none [6-11~18 all]
j.214H Air H Ultimate Back Attack 1100 D1 High 26 [26~34] 8 13 [-3] none [6-11~18 all]
236S Masenko 262×5 [262x7] All 18 25 21 -16


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Jet Uppercut 800 All 18 8 64 +29 10-? Head
Assist B Machine Gun Punch 150×7 All 35 21 +40 40
Assist C Masenko 200×5, 400 All 35 25 +30 30


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Potential Unleashed 1645 UDV All 9+3 10 44 -29 9-16 All 25
236H+S Level 2 Potential Unleashed 2043 UDV All 9+3 10 44 -29 9-16 All 25
236H+S Level 3 Potential Unleashed 2300 UDV All 9+3 10 44 -29 9-16 All 25
236H+S Level 4 Potential Unleashed 2568 UDV All 9+3 10 44 -29 9-16 All 25
236H+S Level 5 Potential Unleashed 2804 UDV All 9+3 10 44 -29 9-16 All 25
236H+S Level 6 Potential Unleashed 3015 UDV All 9+3 10 44 -29 9-16 All 25
236H+S Level 7 Potential Unleashed 3204 UDV All 9+3 10 44 -29 9-16 All 25
214L+M Bros. Kamehameha 190×24 UDV All 9+3 101 50 -34 [+39] 1-19 All


Z Combo Table

Level 0
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
5M - 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - 2S -


Level 1~4
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S DR, Jump[-], Sp
5LL[5M] 5LLL[+], 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL - - - - Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L - 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - 2S -


Level 5+
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S DR, Jump[-], Sp
5LL[5M] 5LLL[+], 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL 2L, 3L 2M, 6M 5H, 2H 5S, 2S Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L 5L, 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 5L, 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M 5L, 2L, 3L 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H 5L, 2L, 3L 5M, 2M, 6M 2H, 3H 5S, 2S Sp
2H 5L, 2L, 3L 5M, 2M, 6M 5H, 3H 5S, 2S Sp
3H[5LLL] 5L, 2L, 3L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 2S Sp
2S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L j.M j.2H j.S, j.2S Sp
j.2H j.L j.M j.H j.S, j.2S Jump, Sp
j.S j.L j.M j.H, j.2H j.2S Sp
j.2S - - - 2S -
  • On hit or block, 5L can only cancel into normals and DR on the last hit
  • On hit, block or whiff, 5LL(Lv.0) can only cancel into normals after the last hit
  • If 5LL(Lv.5+) can't be used, 5LL will perform 5LL(Lv.0) instead and 5LLL will be 5LLL(Lv.0)
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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

Turtleon's Frame Data

Navigation

Gohan (Adult)
Ambox notice.png To edit frame data, edit values in DBFZ/Adult Gohan/Data.

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