DBFZ/Yamcha/Frame Data

From Dustloop Wiki
< DBFZ‎ | Yamcha
 Yamcha

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 Attacks

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 7 3 12 -3 11 16 16
5LL 700 All 9 4 16 -4 15 18 18
5LLL 80×4, 1000 U3+ All 15 [1 (5)]×4, 1 20 -5 15 Launch 34
5M 700 All 18 2 14 0 4-14 Non-low 15 18 18
5H 850/1000 U1 All 31 8 18 +4 4-20 All 15 Launch 23 / 40
5S 600 All 14 19 +1 21 Launch 26
2L 400 All 6 3 9 0 11 16 16
2M 700 All 10 3 18 -5 15 Launch 23
2H 700×2 / 700,850 U1+ All 13 2 (8) 6 23 -24 (1st hit), -13 (2nd hit) 4- Head 15 Launch 23 / 40
2S 600 All 19 21f (10f in air cancel) 21 Launch 26
6M 850 High 24 6 4+6 After landing 0 16 19 23
j.L 400 High 6 3 11 16 16
j.M 700 High 9 4 15 18 18
j.H 850 [1000] [D3+] High 15 7
j.S 850 High 13 19 +2 21 Launch 26
j.2H 850 All 12 Until Landing 20L -12 ~ -5

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 Wolf Fang Fist 220×5 All 11 [1 (4)]×4, 1 20 -5 15 18 18
236M Reverse Wolf Fang Fist 400×2, 220×3 All 32f (sideswap), 25f (no sideswap) [1 (4)]×4, 1 20 -5 15 18 18
WFF 5L L Wolf Fang Fist: Pack Attack 220×7 All 8 [1 (3)]×6, 1 20 -5 15 18 18
WFF 5M M Wolf Fang Fist: Pack Attack 220×8 All 18 [1 (3)]×7, 1 20 -5 15 18 18
WFF 6L L Wolf Fang Fist: Finisher 1200 All 12 3 18 -5
WFF 6M M Wolf Fang Fist: Finisher 1500 D1 All 18 3 25 -5
WFF 5H Wolf Fang Fist: Flash 1200 U1+ All 7 10 30 -5
WFF 5S Wolf Fang Fist: Whiskers 30 Total (cancel to 6L/M on frame 22 and H on 17)
19 Total from 4S (cancel on frame 13)
WFF 4S Wolf Fang Fist: Tail 14 Total
236H Neo Wolf Fang Fist 80×10, 380×2 U1+ All 7 [1 (4)]×3, 1 22 -5 Launch
214L L Wolf Fang Fist: Gale Claws 50×7, 700 All 9 7 (15) 2 19 -3 4- Head
214M M Wolf Fang Fist: Gale Claws 50×7, 800 D1 All 13 7 (15) 2 19 -3 4- Head
214H H Wolf Fang Fist: Gale Claws 50×7, 900 D1 All 9 7 (15) 2 19 +4 1- Head
j.214L Air L Wolf Fang Fist: Gale Claws 50×7, 700 All 9 7 (15) 2 19 4- Head
j.214M Air M Wolf Fang Fist: Gale Claws 50×7, 800 D1 All 13 7 (15) 2 19 4- Head
j.214H Air H Wolf Fang Fist: Gale Claws 50×7, 900 D1 All 9 7 (15) 2 19 1- Head
236S Kamehameha 262×5 All 26 25 21 -4 Launch

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 Wolf Fang Fist 200×4, 300 All 19 20 48 +45
Assist B Kamehameha 200×5 All 34 25 63 +30 15+2×5 Launch 25+2 + WSplat*5
Assist C Wolf Fang Fist: Pack Attack 100, 70×4, 400×2 All 35 [20] Total 116-165 +55 50 (23 2nd hit) Launch 91

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 Spirit Ball 1300, 200×0~5 UDV All 9+4 -23
214L+M Ultimate Wolf Fang Fist 4015 UDV All 9+3 -15 1- All

Z Combo Table

Ground Z Combo
L M H S Cancel
5LDBFZ Yamcha 5L.pngGuardAllStartup7Recovery12Advantage-3[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S DR, Jump[-], Sp
5LLDBFZ Yamcha 5LL.pngGuardAllStartup9Recovery16Advantage-4 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLDBFZ Yamcha 5LLL.pngGuardAllStartup15Recovery20Advantage-5 - - - - Sp
2LDBFZ Yamcha 2L.pngGuardAllStartup6Recovery9Advantage0[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5MDBFZ Yamcha 5M.pngGuardAllStartup18Recovery14Advantage0 - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2MDBFZ Yamcha 2M.pngGuardAllStartup10Recovery18Advantage-5 - 5M, 6M 5H, 2H 5S, 2S Sp
6MDBFZ Yamcha jL.pngGuardHighStartup24Recovery4+6 After landingAdvantage0 - - - - -
5HDBFZ Yamcha 5H.pngGuardAllStartup31Recovery18Advantage+4 - - 2H 5S, 2S Sp
2HDBFZ Yamcha 2H.pngGuardAllStartup13Recovery23Advantage-24 (1st hit), -13 (2nd hit) - - j.2H - Sp
5SDBFZ Yamcha 5S.pngGuardAllStartup14Recovery19Advantage+1 - - 5H, 2H - Sp
2SDBFZ Yamcha 5S.pngGuardAllStartup19Recovery21f (10f in air cancel)Advantage- - - - - Sp
Air Z Combo
L M H S Cancel
j.LDBFZ Yamcha jL.pngGuardHighStartup6RecoveryAdvantage-[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LLDBFZ Yamcha jM.pngGuardHighStartup9RecoveryAdvantage-[j.M] - - j.H, j.2H j.S Jump, Sp
j.MDBFZ Yamcha jM.pngGuardHighStartup9RecoveryAdvantage-[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.HDBFZ Yamcha jH.pngGuardHighStartup15RecoveryAdvantage- - - j.2H j.S Sp
j.2HDBFZ Yamcha j2H.pngGuardAllStartup12Recovery20LAdvantage-12 ~ -5 - - 5H, 2H 5S, 2S Sp
j.SDBFZ Yamcha 5S.pngGuardHighStartup13Recovery19Advantage+2 - - - - Sp
  • 5L and 2L can only used a combined total of 2 times per string
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on 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

Placeholder

Navigation

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