DBFZ/Beerus/Frame Data

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< DBFZ‎ | Beerus
 Beerus

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.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


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 All 6 3 12 -3 1
5LL 700 All 9 3 18 -5 2
5LLL 1000 U3+ High 32 [5] 2 19 -5 4
5M 700 All 11 4 17 -5 2
5H 850 / 1000 U1 All 13 5 17 -6 4-17 Projectiles 4
5S 500 All 13 23 -2
2L 400 Low 7 3 12 -3 1
2M 700 Low 12~23 6 20 -10 4-10~21 Projectiles 2
2H 850 / 1000 U1+ All 13 3 27 -14 4-15 Head 4
2S 500 [700] All 15 300 23 -2
6M 850 High 24 6 4+6L ±0 3 15 18 23
j.L 400 High 7 3 12 1
j.M 700 High 9 3 15 2
j.H 850 / 1000 D1+ [D3+] High 13 3 21 3
j.S 330×2 [330×4] All 13 Total 51+7L
j.2H 850 U1 All 15 8 22 3

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 Sphere of Destruction 500, 700 All 11, 32 1 13 -2
236M M Sphere of Destruction 500, 800 U1+ All 11, 34 1 13 -23*
236H H Sphere of Destruction 500×2, 800/900/1000 U1+ All 11, 32 2 10/12/14 -13/+1/+6
j.236L Air L Sphere of Destruction 500, 700 All 11, 27 1 21
j.236M Air M Sphere of Destruction 500, 800 U1+ All 11, 27 1 27
j.236H Air H Sphere of Destruction 500×2, 800/900/1000 U1+ All 11, 28 2 22 -
236[L/M/H] Sphere of Destruction (Hold) 500/500x2 [700/700x2] All 11 (300) (if no contact) 22 -2/-1
j.236[L/M/H] Air Sphere of Destruction (Hold) 500/500x2 [700/700x2] All 11 (300) (if no contact) 22
214L L God of Destruction's Rampage 500, 550 All 15 3 18 -5
214M M God of Destruction's Rampage 500, 900 D1 All 17 3 18 -5
214H H God of Destruction's Rampage 500, 1250 D1 All 17 3 18 -5
j.214L Air L God of Destruction's Rampage 500, 500 All 14 until landing -5
j.214M Air M God of Destruction's Rampage 500, 750 D1 All 17 until landing -5
j.214H Air H God of Destruction's Rampage 500, 1000 D1 All 14 until landing -5
236S Spheres of Destruction 500×6 All 29   300   Total 55   +2    
214S God of Destruction's Wrath 400×10 All 9 Total 72 -35 1-13 All, 14-33 Guard All
j.214S Air God of Destruction's Wrath 400×10 All 9 Total 68+10L 1-13 All, 14-33 Guard All

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 Sphere of Destruction 500 [700], 600 All 19 42, 4 +50
Assist B God of Destruction's Rampage 400, 600 All 30 4, 3 +34
Assist C God of Destruction's Wrath 200×10, 1000 All 34 [18] 25 +16 ~ +28 frame 31 armor 16

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 Beerus Ball 100×15, 1200 UDV All 11+4 Total 65 -19 11-23 All
j.236L+M Air Beerus Ball 100×15, 1200 UDV All 11+4 Total 63 11-23 All
236L+M > X Beerus Ball of Destruction 2000 UDV All 1+5 3 36 -19 1-5 All
214L+M L+M God of Destruction's Judgment 5000 UDV Throw 7+3 1 10 1-12 All
214H+S H+S God of Destruction's Judgment 5000 UDV Throw 7~25+3 1 10 1-12~30 All
j.214L+M Air L+M God of Destruction's Judgment 5000 UDV Throw Until L+3 1 10 1-End of Active All
j.214H+S Air H+S God of Destruction's Judgment 5000 UDV Throw Until L+3 1 10 1-End of Active All

Z Combo Table

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

Navigation

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