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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
Air blocking adds 2F of blockstun
Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame 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 2 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 600×1~2 All 10 Total 50 -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 4-23 Head, 15-23 Strike Armor 4 6M 850 High 24 6 4+6L ±0 3 15 18 23 j.L 400 High 8 22 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 600×1~2 All 18 Total 47+3L j.2H 850 D1 High 18 Until L 20 -5 ~ -1 3 19
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 1500 / 1800 U1, D2 Throw 16 1 26 236M M Dynamite Driver 1500 / 1800 U1+ → D2 Throw 26 1 28 4-27 Guard P 236H H Dynamite Driver 1500 / 1800 U1+ → D2 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 15 +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 15 +3L 4-19 Head j.214H Air H Flying Powerbomb 900 / 1800 U1 Throw 9 +3L 4-13 Head 236S Hell Heat (Far) 270×4 All 18 15 21 -1 214S Hell Heat (Close) 150×8 All 24 15 14 +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 30 +31 Assist C Hyper Tackle 450×2, 400 All 35 [20] +55
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 L+M Hell Flash 335×8 [300×8] UDV All 9+4 49 45 -19 9-20 All 236H+S H+S Hell Flash 322×8 [300×8] UDV All 9+4 49 45 ±0 9-20 All j.236L+M Air Hell Flash 322×8 [300×8] UDV All 9+4 49 45 -19 9-20 All 214L+M Hell Flash Maximum Output 4816 UDV Throw 9+3 1 28 1-12 All 214H+S Last Resort 50000 [5000] UDV Throw 31+34 4 37 1-68 All, 1-105 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
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