DBFZ/Teen Gohan/Frame Data

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Gohan (Teen)


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 3 12 -3
5LL 700 All 9 3 17+10L -4
5LLL 1000 U3+ All 13 4 Until L+3 -5
5M 700 All 9 3 17 -3
5H 850 U1 All 15 6 18 -8
5S 300×4 All 11 25 -4
2L 400 Low 7 3 13 -4
2M 700 Low 11 12 12 -8
2H 850 U1+ All 15 3 22+8L -17 4-17 Head
2S 600, 700 All 32 20+6L +24 [+12] 24 [12]
6M 850 High 24 6 4+6L ±0
j.L 400 High 6 3
j.M 700 High 9 3
j.H 850 / 1000 D1+ [D3+] High 13 3
j.S 400×4 All 13 +5L
j.2H 850 U1+ All 11 3
j.2S 600, 700 All 20 +6L


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 5-Hit Combo 500 All 11 6 16 -5
236M M 5-Hit Combo 500 All 13 11 16 -11
236H H 5-Hit Combo 300×4, 900 U1+ All 13 7 16 -5
236X > L L 5-Hit Combo Follow-up 1~3 500 All 7
236X > M M 5-Hit Combo Follow-up 1~3 500 All 7
236X > X > L L 5-Hit Combo Follow-up 4 700 U1 All 3
236X > X > M M 5-Hit Combo Follow-up 4 700 U1 All 3
236X > X > H H 5-Hit Combo Follow-up 550×3, 700 U1+ All 3
j.236L L Flying Kick 350×N All 7 {3(2)3}×N 11 -5
j.236M M Flying Kick 80×7 / 80×7,600 U1+ All 16 {3(1)3}×6 10 -2
j.236H H Flying Kick 80×13 / 80×13,900 U1+ All 9 {3(1)3}×12 6 +1
214L L Super Dragon Flight 1000 All 9 10 21+8L -28 1-10 Head
214M M Super Dragon Flight 1350 U1+ All 16 16 29+8L -41 1-17 All
214H H Super Dragon Flight 1000 / 1000,200×6 U1+ All 9 3 29 -20 1-11 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 Super Dragon Flight 800 All 22 16 +29 14-26 All 29
Assist B Masendan 200, 280, 140, 280 All 32-34 +55 ~ +57 55-57
Assist C Flying Kick 80×7, 450, 400 All 45 [20] +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 Motionless Kamehameha 340×10 UDV All 9+4 41 33 -16 9-20 All
214L+M Father-Son Kamehameha 230×20 UDV All 13+3 82 51 -34 [+39] 1-11 All
214L+M > X Father-Son Kamehameha (Full Power) 110×20 UDV All 2+0 78 99 [+39] 1-End All


Z Combo Table

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

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Gohan (Teen)
Ambox notice.png To edit frame data, edit values in DBFZ/Teen Gohan/Data.

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