DBFZ/Android 16/Frame Data

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Android 16


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 7 3 15 -4 1
5LL 700 All 10 4 22 -10 2
5LLL 1000 U3+ Throw 10 1 19
5M 700 All 11 3 17 -4 2
5H 850 / 1000 U1 All 15 11 21 -8 13-25 Strike Armor 4
5S 600×2 All 15 Total 55 -10
2L 400 Low 8 3 13 -4 1
2M 700 Low 13 4 24 -12 2
2H 850 / 1000 U1+ All 15 9 23 -22 4-14 Head
15-23 Strike Armor
4
6M 850 High 24 6 4+6L ±0 3 15 18 23
j.L 400 High 8 10 11 1
j.M 700 High 11 6 12 2
j.H 850 U1 [D3] All 15 8 21 13-22 Strike Armor 3
j.S 600×2 All 18 Total 47+3L
j.2H 850 D1 High 19 Until Landing 18 -5 ~ -1 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
236L L Dynamite Driver 1800 D2 Throw 17 1 26
236M M Dynamite Driver 1800 U1+ Throw 26 1 28 4-27 Guard P
236H H Dynamite Driver 1800 U1+ Throw 24 1 28 4-25 Guard P
j.236L L Gliding Powerbomb 700 / 1400 U1 Throw 10 +3L
j.236M M Gliding Powerbomb 700 / 1400,200 U1+ Throw 19 +3L
j.236H H Gliding Powerbomb 900 / 1400,200 U1+ Throw 11 +3L
214L L Flying Powerbomb 700 / 1400 U1 Throw 10 +3L 4-10 Head
214M M Flying Powerbomb 700 / 1400 U1 Throw 19 +3L 4-19 Head
214H H Flying Powerbomb 300,900 / 300,1500 U1 Low, Throw 6 +3L -1 1-13 Head
j.214L Air L Flying Powerbomb 700 / 1400 U1 Throw 10 +3L 4-10 Head
j.214M Air M Flying Powerbomb 700 / 1400 U1 Throw 19 +3L 4-19 Head
j.214H Air H Flying Powerbomb 900 / 1800 U1 Throw 12 +3L 1-13 Head
236S Hell Heat 270×4 All 18 15 22 -1
214S Hell Heat 150×8 All 24 15 18 +8


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 Hell Heat 450×2 All 22 +26
Assist B Hell Impact 250×4 All 31 +31
Assist C Hyper Tackle 450×2, 400 All 35 [21] +50


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 Hell Flash 350×8 [300×8] UDV All 9+4 45 45 -23 9-20 All
j.236L+M Air Hell Flash 322×8 [300×8] UDV All 9+4 45 9-20 All
214L+M Hell Flash Maximum Output 4816 UDV Throw 9+3 1 28 Throw [+28] 1-12 All
214H+S Last Resort 50000 UDV Throw 31+34 4 37 1-68 All
69-105 Ki Blasts


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5LL[+], 2L* 5M, 2M, 6M 5H, 2H 5S DR, 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[2] 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 - - - - Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • On hit or block, 5L > 2L and 2L > 2L can only be late cancelled
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

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