DBFZ/Super Baby 2/Frame Data

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Super Baby 2


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 -8 1
5LL 700 All 10 -3 2
5LLL 400×2 U3+ Throw 11 4
5M 700 All 17 -1 2
5H 850 / 400, 600 U1 All 14 -10 4
5S 250×3 All 13 29 -3 20 (each ki blast) [32]
2L 400 Low 11 [7] -4 1
2M 700 Low 13 -7 2
2H 850 / 1000 U1+ All 13 -17 4-? Head 4
2S 400×5 All 15 Total 38 +9
6M 850 High 24 6 4+6L ±0 3 15 18 23
6H 400, 150×7, 400 All 20 -10
6S 300, 250 All 20 Total 43 -3
j.L 400 High 6 1
j.M 700 High 11 4 2
j.H 750 [1000] [D3+] High 13 3 / 4
j.S 250×3 All 13 Total 48+5L
j.2H 850 U1 All 12 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 Interceptor Kick 400, 600 D1 All 15 -5
236L L Revenge Driver 200, 600 / 0, 900 U1+ All 13 -5
236M M Revenge Driver 200, 700 / 0, 990 U1+ All 18 -5
236H H Revenge Driver 600, 700 / 0, 1080 U1+ All 13 -5
j.236L Air L Revenge Driver 200, 600 / 0, 900 U1+ All 13 -5
j.236M Air M Revenge Driver 200, 700 / 0, 990 U1+ All 18 -5
j.236H Air H Revenge Driver 600, 700 / 0, 1080 U1+ All 13 -5
214L L I'm going to enjoy this! 500, 1000 Throw 13 4-14 Head
214M M I'm going to enjoy this! 850, 800 D1 Throw 15 4-16 Head
214H H I'm going to enjoy this! 1375, 800 D1 Throw 13 1-14 Head
j.214L Air L I'm going to enjoy this! 500, 1000 Throw 13
j.214M Air M I'm going to enjoy this! 850, 800 D1 Throw 15
j.214H Air H I'm going to enjoy this! 1375, 800 D1 Throw 13
22X Parasite Takeover projectiles
j.22X Air Parasite Takeover projectiles
236S Revenge Final Flash 270×5 All 28
j.236S Air Revenge Final Flash 270×5 All 20
214S Dark Springshot 80×5, 250×2 All 8 4-10 Head
j.214S Air Dark Springshot 80×5, 250×2 All 8 4-10 Head


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 Revenge Blast 300×3 All 20 32
Assist B Revenge Driver 100, 630 All 50 38
Assist C Revenge Final Flash 200×5, 280 All 36 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 Full-Power Energy Wave 2296 UDV All 9+4 [4+1] -22
j.236L+M Air Full-Power Energy Wave 2296 UDV All 9+4 [4+1]
214L+M Revenge Death Ball 1200, 10*N, 3000 UDV All 19+1 [4+1] -45 1-? All
j.214L+M Air Revenge Death Ball 1200, 10*N, 3000 UDV All 19+1 [4+1] -45 1-? All
214H+S Great Ape Assault 4571 [4721] UDV All 18 8 36 -29 [+30] 1-22 All 7


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

Super Baby 2
Ambox notice.png To edit frame data, edit values in DBFZ/Super Baby 2/Data.

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