DBFZ/Master Roshi/Frame Data

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 Master Roshi

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 90%+1 All 6 3 14 -5 1
5LL 180×4 100%+1 (Once) All 8 -7 2
5LLL 200×4, 300 U3+ 100%+1 All 15 -5 3
5M 700 100%+1 All 11 4 20 -8 2
5H 850 / 1000 U1 100%+1 All 15 4 26 -14 4
5S 700 90%+1 All 17 6 31 -5 3
2L 400 90%+1 Low 7 3 13 -4 1
2M 700 100%+1 Low 12 6 20 -10 2
2H 850 / 1000 U1+ 100%+1 All 13 3 29 -16 4-15 Head 4
2S Total 24(+7L) 1-21 Ki Blasts
6M 850 80%+1 High 24 4 6+6L ±0 3 15 18 23
6H 0, 850 U1 80%+1 All 32 2 25 -5 26-33 All 3
6S 500 90%+1 All 16 -15 2
6SS 700 90%+1 All +2 2
3H 700 100%+1 All 14 3 42 -29 4-16 Head 2
j.L 400 90%+1 High 7 3 12 1
j.M 700 90%+1 High 11 4 21 2
j.H 850 / 1000 D1+ [D3+] 90%+1 High 12 6 30 3 / 4
j.S 500 90%+1 All 13 Total 35+12L 2
j.2H 850 U1 90%+1 All 13 6 21 3
j.2S Until L(+7L) 1-21 Ki Blasts
j.4M 850 90%+1 High 11 6 15 2

Unique Mechanics

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
5H+S Masterful Leap 23 Total 31+12L 1-31 Ki Blasts, 4-18 Throw
2H+S Masterful Leap 15 Total 28 1-28 Ki Blasts, 4-18 Throw
4H+S Masterful Leap 19 Total 38 1-38 Ki Blasts, 4-18 Throw
j.H+S Reverse Kamehameha 300 [1000] {1100} 90%+1 All 21 18 13+12L +5 [-8] 1-51 Ki Blasts 2 [3]
Z Change Reverse Kamehameha 300 [1000] 90%+1 All 21 ±0 1-? Ki Blasts 2 [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
j.2L L Turtle Drop 800 80%+1 All 9 Until L 16 -3 ~ ±0 2
j.2M M Turtle Drop 900 D1 80%+1 All 13 Until L 16 -3 ~ ±0 2
236L L Wise Warrior 300, 630 90%+1 All 14 7 19 -5 3
236M M Wise Warrior 300, 900 U1+ 90%+1 All 17 7 19 -5 3
236H H Wise Warrior 300, 990 U1+ 90%+1 All 11 7 19 -5 3
j.236L Air L Wise Warrior 300, 630 90%+1 All 14 7 27 -5 3
j.236M Air M Wise Warrior 300, 900 U1+ 90%+1 All 16 7 27 -5 3
j.236H Air H Wise Warrior 300, 990 U1+ 90%+1 All 11 7 27 -5 3
214L L Martial Spirit 300, 900 80%+1 (Once) All 17 ? (3) 5 20 -5 4-21 Armor (10) 3
214M M Martial Spirit 300, 950 U1+ 80%+1 (Once) / 80%+1×2 All 17 ? (3) 5 20 -5 4-21 Armor (10) 3
214H H Martial Spirit 300, 900×2 U1+ 80%+1×2 (Once), 80%+1 All 10 ? (3) ? (4) 5 20 -15 1-14 Armor (10) 3
22L L Jumping Splits 900 100%+1 All 8 3 18 -5 4-20 Low + Head 3
22M M Jumping Splits 1000 D1 100%+1 All 8 3 18 -5 4-24 Low + Head 3
22H H Jumping Splits 1300 D1 100%+1 All 8 3 18 -5 1-24 Low + Head 3
236S Kamehameha 1000 90%+1 All 18 17 18 -9 3 Launch
214S Thunder Shock Surprise 1476 U2+ 80%+1 Throw 21 Until Off Screen 48 from last active 0
22S Lullaby Fist 0 U2+ 80%+1 Throw 28 3 40 0 Crumple

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 Kamehameha 800 90%+2 All 34 +32 3 32
Assist B Martial Spirit 300, 700 90%+2 (Once) All 25 +25 26-28f Guardpoint 3 Launch
Assist C Turtle Hermit Flurry 150×4, 400×2 90%+2 (Once) All 35 [20] +60 0×4, 3 / 0×4, 3×2

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 Evil Containment Wave 2200 UDV All 4+4 17 88 -70 4-16 All 4
236H+S Turtle Hermit Extraordinaire 2364 UDV All 10+4 2 34 -20 10-15 All 4
236H+S > X Full-Power Kamehameha
214L+M The Greatest Kamehameha 4108 UDV All 9+3 86 50 -34 1-18 All 4

Z Combo Table

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

Navigation

 Master Roshi
To edit frame data, edit values in DBFZ/Master Roshi/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information