How to Read Frame Data
If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.
Frame Data
Character Comparisons
Walk Speed
Yes characters have different walk speed. If you have the exact numbers, please feel free to add them here.
Fall Speed
Every character shares the same fall speed in DBFZ, with Majin Buu as the only exception having slower fall speed (gravity or weight in other ArcSys games). This only affects his neutral and his own combos, and doesn't come into play when he's getting hit, ensuring that beside hurtbox differences, there are no combos that only work on Buu due to his unique fall speed. Different fall speed also doesn't affect his frame advantage after using Vanish or Sparking Blast.
Character | Normal Jump | High Jump | High Jump (Holding ![]() |
High Jump (Holding ![]() |
---|---|---|---|---|
Everyone else | 41F | 55F | 66F | 37F |
Majin Buu | 44F | 58F | 73F | 38F |
Master Roshi | 41F | 55F | 55F | 55F |
Character | Normal/Double Jump Initial Velocity |
High Jump Initial Velocity |
Gravity (units/frame²) |
Gravity (Holding ![]() when Upward Velocity < 0) |
Gravity (Holding ![]() |
---|---|---|---|---|---|
Everyone else | 37000 | 51000 | 2000 | 1000 | 3000 |
Majin Buu | 37000 | 51000 | 1800 | 800 | 2800 |
Master Roshi | 37000 | 51000 | 2000 | 2000 | 2000 |
Air Speed
Most of the cast share the same horizontal air acceleration and max speed while drifting. Air acceleration is applied for each frame or
is held down.
Character | Forward Jump Initial Velocity |
Backward Jump Initial Velocity |
Forward High Jump Initial Velocity |
Backward High Jump Initial Velocity |
Drift Acceleration (units/frame²) |
Maximum Drift Speed |
---|---|---|---|---|---|---|
Everyone else | 14500 | 13000 | 15500 | 13000 | 1000 | 20000 |
Android 16 / Nappa | 10150 | 9100 | 10850 | 9100 | 1400 | 17500 |
Broly | 11600 | 10400 | 12400 | 10400 | 1600 | 20000 |
Cooler | 13050 | 11700 | 13950 | 11700 | 1600 | 20000 |
Master Roshi | 14500 | 13000 | 15500 | 13000 | 0 | N/A |
Dragon Rush Ki Gain
On hit with a Smash! Dragon Rush, the attacker will continuously gain Ki as they chase their opponent down with the automatic Super Dash. However, due to hurtbox differences, they'll reach the defender after a varying amount of frames, resulting in different amounts of Ki gain.
Performed on | Total Ki gain at max hold (31 hits) |
Ki gain during Super Dash only |
---|---|---|
A17, A18, BDK, YGH, AGH, GTG, GTK, KBU, KRL, ZAM†On air hit against Zamasu (Fused) | 94.75% | 49.75% |
A16, A21, L21, SBR, GNY, FRZ, GTA, GT4, GKN, GKU, BGK, KEF, MBU, RSH, NAP, SB2, TEN, TNK, VGN, VGT, BVG, VTO, VDL, ZAM†On ground hit against Zamasu (Fused) | 92.5% | 47.5% |
BRS, CEL, GUI, BLK, HIT, JNB, JRN, PIC, YAM | 90.25% | 45.25% |
BRO, CLR | 88% | 43% |
Which character performs Dragon Rush and their positions on stage do not affect Ki gain.
For example, if one lands a partial hold Smash! Dragon Rush (27 hits) on Kid Buu, they'll gain 2.5*7 + 25 + 49.75 = 92.25% Ki gauge, but against Cell, they'll only gain 2.5*7 + 25 + 45.25 = 87.75% Ki gauge.
Whiff Vanish
Vanish's hitbox has a consistent minimum height across every character (beside one that will be noted below), and during a normal ground bounce, there's a 1F to 2F window right before the character leaves the ground again where their hurtbox is extremely low to the ground.
This means that it is possible to use Vanish against some ground bounced opponents, whiff it, and continue with the combo similar to a Vanish (No Attack).
Characters that can be Whiff Vanished: Android 17, Android 18, Android 21, Beerus, Frieza, Gohan (Teen), Gohan (Adult), Goku (GT), Hit, Kefla, Kid Buu, Krillin, Trunks, Vegito (SSGSS), Zamasu (Fused).
Characters that can perform Whiff Vanish: Everyone except Majin Buu, as his Vanish is the only one with lower hitbox.
System Data
Movement Values
- Jump
- 4f prejump, airborne on frame 5, throw invulnerable 1-4, can be canceled with Specials and Supers
- Normals available from frame 6
- Airdash available from frame 8
- Double jump available from frame 9
- High jump's visual effect won't appear if an attack is performed on frame 6
- Forward dash
- Total animation: 22~82f
- Jump available from from frame 1
- Can block from frame 1
- Attacks available from frame 5
- Backdash
- 15f total animation, fully throw invulnerable
- Air dash forward
- 10f total animation
- Attacks available from frame 7
- Air dash backward
- 15f total animation, throw invulnerable 1-15
- Attacks available from frame 7, the 15f of throw invul extends to canceled attacks
- Generic landing recovery
- The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents
- Can block from frame 1
- Attacks and forward dash available from frame 2
- Other movement options available from frame 4
- Added landing recovery
- Full recovery that cannot be canceled early, but can still tech Dragon Rush
- If multiple attacks with landing recovery were performed, the highest value will be used
- Air blocking removes landing recovery
- Most attacks that remove landing recovery do so the moment they're performed
- Mid-attack landing recovery
- Some aerial attacks only receive landing recovery if the character lands before it finishes recovery
- This type of landing recovery overrides typical added landing recovery, and is cancelable into Supers, Meteors.
- If these attacks finished recovery on the frame right before landing, the character will not experience any landing recovery, including generic landing recovery
- Air recovery
- 20f total animation, fully invulnerable
- Throw invulnerable 8f after teching
- Dragon Rush clash will force a back tech
- Ground recovery
- Up, back, forward tech: Total animation 21f, full invul
- Get up in place: Total animation 15f, full invul
- Throw invulnerable 8f after teching or get up in place
- Soft knockdown
- Auto recovers the moment they touch the ground
- Holding
before touching the ground will lay down for 34f, can still choose recovery options afterward
- Continue holding
will lay down for another 4f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
- Sliding knockdown
- Can be hit OTG for #f after touching the ground (# vary between moves)
- Lies down for the next 11f, then can choose recovery options
- Holding
will lay down for another 6f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
- Hard knockdown
- Can't be hit OTG, can't choose recovery options and is forced to get up in place immediately
- Generic hard knockdown lays down for 34f before getting up
- Bounce effects
- Bounce effects' animations are included in total amount of untech time, however, if untech runs out in the middle of these effects, the opponent can't tech until after the animation has finished
- Wall splat/bounce: sticks to the wall for 6f before bouncing out
- Ground bounce: sticks to the ground for 5f before bouncing up, can be hit OTG, the last 2f has really low hurtbox
- Attacks that put grounded opponent in a sliding or ground bounce state eats up the first 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.
Dragon Rush
Vanish
Super Dash
Ki Charge
Sparking Blast
Z Reflect
Guard Cancel
Attack Level
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