DBFZ/Kid Buu/Frame Data

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< DBFZ‎ | Kid Buu
 Kid Buu

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 12 -3 11 16 16
5LL 700 All 10 4 15 -3 15 18 18
5LLL 700 U3+ All 14 6 15 -5 15 Launch 34
5M 500, 700 All 10 7(14)2 19 -5 15 18 18
5H 850 U1 All 12 5 20 -9 15 Launch 22 /
5S 600 All 13 24 -3 20 23 25
2L 400 Low 7 3 13 -4 11 16 16
1M 500 Low 10 [15] 5 21 -10 2 15 Launch 22
2M 500 Low 17 [15] 5 21 -10 2 15 Launch 22
2H 850 U1+ All 13 3 28 -15 4-15 Head 15 Launch 22 / 39
2S 700 All 13 19+7L +1 6-32 Airborne 17 23 25
6M 850 High 24 6 10 0 15 18 23
j.L 400 High 6 3 20
j.M 500, 700 All, High 10 7(14)2 22
j.H 850 / 1000 D1+ [D3+] High 11 3 21
j.S 600 All 10 24+7L 20 23 25
j.2S 700 All 14 Total 32+7L
j.2H 850 U1+ All 14 4 25 / 39

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 Mystic Ball Attack 1100 All 14 4 21 -4
236M M Mystic Ball Attack 1100, 1100 U1+ All 17 4(6)2 11 -5 (in air)
236H H Mystic Ball Attack 1100, 600 U1+ All 16 4(5)2 13 -2 (in air)
j.236L Air L Mystic Ball Attack 1100 All 13 Until Landing 21 -1 to -5
j.236M Air M Mystic Ball Attack 1100, 1100 U1+ All 13 Until Landing (7) 2 11 -4 to -8 (in air), +3 (2nd hit only)
j.236H Air H Mystic Ball Attack 1100, 600 U1+ All 9 Until Landing (6) 5 13 -2 (in air)
214L L Mystic Arm Swing 1400 D2 Airthrow 13 5 24 1-13 Head
214M M Mystic Arm Swing 1500 U1+ → D2 Airthrow 21 8 22 1-21 Head
214H H Mystic Arm Swing 1500 U1+ → D2 Airthrow 13 5 24 1-13 Head
236S Candy Beam 850
[0, 800, 225×3, 1]
U2+ All 13 50 -8
j.236S Kamehameha 262×5 All 17 25 30
214S Arm Ball 250×4 All 36 14 5 +40

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 Arm Ball 200×4 All 57 14 +58 +58 63
Assist B Mystic Ball Attack 400×2 All 22 +32 +30
Assist C Kamehameha 200×5, 400 All 33 [20] 25 +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 Human Extinction Attack 300, 100×17, 500×11 UDV All 5+4 -33 ~ -32 4-15 All
j.236L+M Pearl Flash 2300 UDV All 6+4 -21 ~ -18 6-Until ground All 4
214L+M Planet Burst 300, 4000 UDV All 8+3 -31 1-18 All
j.214L+M Air Planet Burst 300, 4000 UDV All 8+3 Until L 1-18 All

Sources

https://twitter.com/GFAnBi/status/957951007400644608

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To edit frame data, edit values in DBFZ/Kid Buu/Data.
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