
Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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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.
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 | ||||||||||||||||||||||||||||||
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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 | |
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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 | 15 | 18 | 18 | |||||
5H | 850/1000 | U1 | All | 31 | 8 | 18 | +4 | 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 | |
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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 | |||||
236X > 5L | L Wolf Fang Fist: Pack Attack | 220×7 | All | 8 | [1 (3)]×6, 1 | 20 | -5 | 15 | 18 | 18 | |||||
236X > 5M | M Wolf Fang Fist: Pack Attack | 220×8 | All | 18 | [1 (3)]×7, 1 | 20 | -5 | 15 | 18 | 18 | |||||
236X > 6L | L Wolf Fang Fist: Finisher | 1200 | All | 12 | 3 | 18 | -5 | ||||||||
236X > 6M | M Wolf Fang Fist: Finisher | 1500 | D1 | All | 18 | 3 | 25 | -5 | |||||||
236X > 5H | Wolf Fang Fist: Flash | 1200 | U1+ | All | 7 | 10 | 30 | -5 | |||||||
236X > 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) | |||||||||||||
236X > 4S | Wolf Fang Fist: Tail | 14 Total | |||||||||||||
236x > 236S | Kamehameha | 262×5 | All | 26 | 25 | 21 | -4 | Launch | |||||||
236H | Neo Wolf Fang Fist | 80×10, 380×2 | U1+ | All | 9 | [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 | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
Assist A | Wolf Fang Fist | 200, 140×3, 210 | All | 19 | 20 | 48 | +40 | ||||||||
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 | |
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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
- 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
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To edit frame data, edit values in DBFZ/Yamcha/Data.