DBFZ/Frieza/Frame Data

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< DBFZ‎ | Frieza
 Frieza

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 Moves

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 13 -4
5LL 700 All 10 4 16 -6
5LLL 400 / 0,1000 U3+ All 13 3 23 -5
5M 700 All 13 5 17 -6
5H 150, 100×8 / 300, 100×8 U1 All 13 5(8)P×8 Total 55 -13 ~ -3
5S 300×6 All 9 2 [(11)1×6] 25 -4
2L 400 Low 7 3 13 -4
2M 600×2 Low 10 4(10)4 14 -2
2H 850 All 15 5 29 -18
2S 700 All 12 1 24 -3
6M 850 High 24 6 10 0
j.L 400 High 7 [6] 4
j.M 600×2 High 7 2(7)3
j.H 850 / 1000 D1+ [D3+] High 13 5
j.S 500×3 All 12 6
j.2H 850 / 1000 D1 All 18 5
j.2S 600 All 14

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 Death Slash 1100 All 14 5 26 -2
236M M Death Slash 1100 All 14 5 23 -2
236H H Death Slash 1000×2 All 12 9 20 -2
236S You might not survive this time 300,300×4 / 0,400,850 U2+ All 13 24+6L -5
j.236S Air You might not survive this time 300,300×4 / 0,400,850 U2+ All 13 Total 51 -11
214S Death Saucer 700×2, 700×2 All 30 Total 61 +2
22S Warp Smash 900 All 34 5 31 -3 4-19 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 Death Slash 800 All 23 5 58 +23 23
Assist B You might not survive this time 250, 175x3 All 19 31 +11 11
Assist C Psychokinesis 60, 42x8, 700 / 42x8, 700 All 20 +24 ~ +31 24~29

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 Death Ball 20*N, 2600 UDV All 8+4
j.236L+M Air Death Ball 20*N, 2600 UDV All 7+4
214L+M Nova Strike 4200 UDV High 11+1 -26 [+42]
j.214L+M Air Nova Strike 4200 UDV High 11+1 Until Landing 1-6F after landing All
Knocked Down > [H+S] You must die by my hand! 480×10 UDV All 39+2 45 -68 [+35]
214H+S Golden Frieza 34+0 1-34 All
Golden Frieza ends > S Sorbet's Ray Gun 1200 UDV All 8+0

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 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 - - - 2S Sp
5S - - 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, 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 Sp
j.S - - j.2H - Sp
j.2S - - j.2H - Sp
Golden Frieza
Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L[+] 5M[+], 2M[+], 6M[+] 5H[+], 2H[+] 5S[+], 2S[+] DR, Jump[-], Sp
5LL 5L[+], 5LLL[+], 2L[+] 5M[+], 2M[+], 6M[+] 5H[+], 2H[+] 5S[+], 2S[+] Jump[-], Sp
5LLL 5L, 2L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2L[2] 5L[+], 2L[+] 5M[+], 2M[+], 6M[+] 5H[+], 2H[+] 5S[+], 2S[+] Sp
5M 5L, 2L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M 5L, 2L 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H 5L, 2L 5M, 2M, 6M 2H 5S, 2S Sp
2H 5L, 2L 5M, 2M, 6M 5H 5S, 2S Sp
5S 5L, 2L 5M, 2M, 6M 5H, 2H 2S Sp
2S 5L[+], 2L[+] 5M[+], 2M[+], 6M[+] 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, 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 Sp
j.S j.L j.M j.H, j.2H j.2S Sp
j.2S j.L j.M j.H, j.2H j.S Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • 2S can't whiff cancel into Sparking Blast
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

http://www.mediafire.com/file/ub3y734dwku3tp4/Frieza%20Hitboxes.mkv (rec. April 24, 2018)

Turtleon's Frame Data

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