DBFZ/SSB Goku/Frame Data

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Goku (SSGSS)


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.


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 4 11 -3 11 16 16
5LL 700 Low 10 3 19 -6 15 Launch 25
5LLL 1000 U3+ High 26 3 18 -5 Launch 34
5M 700 All 10 3 21 [15] -8 [-2] 15 18 18
5H 850 U1 All 14 6 18 -8 15 Launch 22 /
5S 350×6 All 13 X{(9)X}×5 24 -4 20 23 25
2L 400 Low 7 3 13 -4 11 16 16
2M 700 Low 10 8 18 -10 15 Launch 22
2H 850 U1+ All 14 3 23+7L -17 4-16 Head 15 Launch 22 / 39
6M 850 High 24 6 4+6L 0 15 18 23
j.L 400 High 6 4 11 11 16 16
j.M 700 High 10 4 15 15 18 18
j.H 850 / 1000 D1+ [D3+] High 13 6 21 15 22
j.S 600 All 13 Total 40+7L 20 23 25
j.2H 850 U1+ All 11 4 23 15 Launch 22 / 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 Divine Void Strike 900 All 9 6 23 -5 4-14 Ki Blasts 22 Launch
236M M Divine Void Strike 1200 U1+ All 17 10 23 -5 4-26 Ki Blasts Launch
236H H Divine Void Strike 1400 U1+ All 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25~29 All Launch
j.236L Air L Divine Void Strike 900 All 9 6 23 4-14 Ki Blasts 23 Launch
j.236M Air M Divine Void Strike 1000 U1+ All 17 10 23 4-26 Ki Blasts Launch
j.236H Air H Divine Void Strike 1400 U1+ All 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25 All Launch
214L L Super God Shock Flash 1200 [800] / 1200 D2 Throw [All] 17 1[(7)3] [18] [-5] 14 Launch
214M M Super God Shock Flash 1200 U1+ → D2 Throw 26 1 25 Launch DBFZ_SSBGoku_SuperGodShockFlash.png,DBFZ_SSBGoku_SuperGodShockFlash-2.png
214H H Super God Shock Flash 1200 [800] / 1300 U1+ → D2 Throw [All] 24 1[(7)3] [18] [-5] 15 Launch DBFZ_SSBGoku_SuperGodShockFlash.png,DBFZ_SSBGoku_SuperGodShockFlash-2.png
j.214L L Dragon Flash Kick 900 All 13 Until L 20
j.214M M Dragon Flash Kick 1000 D1 All 18 Until L 23
j.214H H Dragon Flash Kick 900 / 900,400×2 D1 All 11 Until L 23
236S Instant Transmission (Back) 900 D1 All 39 4 22 +3 16-20 All
214S Instant Transmission (Foward) 900 D1 All 35 4 22 +3 16-20 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 Dragon Flash Kick 800 All 30 7 40 +29 29
Assist B Divine Void Strike 800 All 20 29 29
Assist C Instant Transmission 1080 All 45 35 35


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 Extreme Speed Kamehameha 250×10 UDV All 10+4 45 42 -26 10-21 All
j.236L+M Air Extreme Speed Kamehameha 250×10 UDV All 10+4 45 48 10-21 All
214L+M x10 Kaioken Kamehameha 4220 UDV All 9+3~8 5 29 -18 1-(16~21) Full
214L+M > X Evolved Attack 1710 1-16 All


Sources

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Goku (SSGSS)
Ambox notice.png To edit frame data, edit values in DBFZ/SSB Goku/Data.

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