
Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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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.
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 | ||||||||||||||||||||||||||||||
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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 | |
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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.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 | |
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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 | |
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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 | |
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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 | All | ||||||||||||
j.236L+M | Pearl Flash | 2300 | All | -19 | |||||||||||
214L+M | Planet Burst | 300, 4000 | All | -31 | |||||||||||
j.214L+M | Air Planet Burst | 300, 4000 | All | -31 |
Sources

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