DBFZ/Android 16/Frame Data

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System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L 400 All - 7 3 15 -8 - 5% - B 1 - - -
5LL 700 All - 10 4 22 -10 - 7% - B 2 - - -
5LLL 1000 Throw U3+ 10 1 19 - - 12% - T - - - -
5M 700 All - 11 3 19 -6 - 7% - B 2 - - -
5H 850 / 1000 All U1 15 11 21 -8 13-25 Strike Armor 12% - B 4 - - -
5S 600*2 All - 15 - Total 55 -10 - 6%*2 - P1 - - - -
2L 400 Low - 8 3 13 -4 - 5% - F 1 - - -
2M 700 Low - 13 4 24 -12 - 7% - F 2 - - -
2H 850 / 1000 All U1+ 15 9 23 -22 4-14 Head
15-23 Strike Armor
12% - B 4 - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
j.L 400 High - 8 10 11 - - 5% - H 1 - - -
j.M 700 High - 11 6 12 - - 7% - H 2 - - -
5LLLLLLL 850 All D3 15 8 21 - 13-22 Strike Armor 12% - H 3 - - -
j.H 850 All U1 15 8 21 - 13-22 Strike Armor 12% - H 3 - - -
j.S 600*2 All - 18 - Total 47+3L - - 6%*2 - P1 - - - -
j.2H 850 High D1 21 Until Landing 18 -5 ~ -1 - 12% - H 3 - - -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Dynamite Driver
236L/M/H
1500 Throw D2 17 1 26 - - 15% - T - - - -
1500 / 1550 Throw U1+ 28 1 28 - 4-27 Guard P 15% - T - - - -
1500 / 1550 Throw U1+ 26 1 28 - 4-25 Guard P -50% - T - - - -
Gliding Powerbomb
j.236L
700 / 1400 Throw U1 10 - +3L - - 1% / 15% - T - - - -
700 / 1400,200 Throw U1+ 19 - +3L - - 1% / 15%*2 - T - - - -
900 / 1400,200 Throw U1+ 11 - +3L - - -50% - T - - - -
Flying Powerbomb
214L/M/H
700 / 1400 Throw U1 10 - +3L - 4-10 Head 1% / 15% - T - - - -
700 / 1400 Throw U1 19 - +3L - 4-19 Head 1% / 15% - T - - - -
300,900 / 300,1500 Low, Throw U1 6 - +3L -1 1-13 Head -50% - B, T - - - -
Flying Powerbomb (Air)
j.214L/M/H
700 / 1400 Throw U1 10 - +3L - - 1% / 15% - T - - - -
700 / 1400 Throw U1 19 - +3L - - 1% / 15% - T - - - -
900 / 1800 Throw U1 12 - +3L - - -50% - T - - - -
Hell Heat
236S
270*4 All - 18 15 22 -1 - 10% - P2 - - - -
Hell Heat
214S
150*8 All - 24 15 18 +4 - 12% - P2 - - - -

Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A 450*2 All - 29 - - +26 - 0% - P2 - - - -
Assist B 250*4 All - 31 - - +31 - 0% - P1 - - - -
Assist C 450*2, 400 All - 41 [21] - - +50 - 0% - B - - - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Hell Flash
236L+M or 236H+S
322*8 All UDV 9+4 45 45 -23 9-20 All -100% - P3 - - - -
Hell Flash (Air)
j.236L+M or j.236H+S
322*8 [300*8] All UDV 9+4 45 - - 9-20 All -100% - P3 - - - -
Hell Flash Maximum Output
214L+M
4816 Throw UDV 9+3 1 28 Throw [+28] 1-12 All -300% - T - - - -
Last Resort
214H+S
50000 Throw UDV 31+34 4 37 - 1-68 All
69-105 Ki Blasts
-300% - T - - - -

Sources

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Ambox notice.png To edit frame data, edit values in DBFZ/Android 16/Data.