DBFZ/Android 17/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 5% - - B All - 6 2 13 -3 1 - - - -
5LL 700 7% - - B All - 7 5 16 -5 2 - - - -
5LLL 1000 12% - - B All U3+ 15 4 17 -5 4 - - - ? Low
5M 700 7% - - B All - 9 4 17 -5 2 - - - -
5H 850 / 1000 12% - - B All U1 15 4 22 -10 4 - - - -
5S 300*6 6%*6 - - P1 All - 13 - Total 37 -4 - - - - -
2L 400 5% - - F Low - 7 3 13 -4 1 - - - -
2M 700 7% - - F Low - 10 4 18 -6 2 - - - -
2H 850 / 1000 12% - - B All U1+ 14 3 22+7L -16 4 - - - 4-16 Head
6M 850 12% - - B High - 24 6 4+6L ±0 3 15 18 23 -
3H 750 7% - - F Low - 12 - - -8 2 - - - -
j.L 400 5% - - H High - 6 3 - - 1 - - - -
j.M 700 7% - - H High - 10 3 - - 2 - - - -
5LLLLLLL 850 / 1000 12% - - H High D2+ 13 4 - - 3 - - - -
j.H 850 / 1000 12% - - H High D1+ 13 4 - - 3 - - - -
j.S 250*6 6%*6 - - P1 All - 11 - Total 46+3L - - - - - -
j.2H 850 12% - - H All U1+ 13 5 - - 3 - - - -

Special Moves[edit]

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Accel Driver
236L 900 12% - - B All - 15 - - -23 3 - - - 5-18 Head
236M 950 12% - - B All - 25 - - -23 3 - - - 5-? Head
236[M] - - - - - - - - - Total 33~38 - - - - - 5-19~24 Head
236H 1000 -50% - - B All - 33 - - -23 3 - - - 1-? Head
236[H] - -50% - - - - - - - Total 35~49 - - - - - 1-21~35 Head
Finishing Driver
214L 900 12% - - B All - 31 - - -23 3 - - - 23-? Head
214M 950 12% - - B All - 37 - - -23 3 - - - 28-? Head
214[M] - - - - - - - - - Total 48~55 - - - - - 28-34~41 Head
214H 1000 -50% - - B All - 40 - - -23 3 - - - 23-? Head
214[H] - -50% - - - - - - - Total 42~56 - - - - - 23-28~42 Head
Top Gear
Driver > 5L 700 12% - - B All - 8 - - -9 3 - - - -
Driver > 5M 750 12% - - B All - 10 - - -9 3 - - - -
Second Gear
Driver > 6L 700 12% - - B High - 25 - - -12 3 - - - -
Driver > 6M 750 12% - - B High - 26 - - -13 3 - - - -
Low Gear
Driver > 2L 700 12% - - F Low - 10 4 - -11 3 - - - -
Driver > 2M 750 12% - - F Low - 12 4 - -11 3 - - - -
Fake Out
Driver > 4L - - - - - - - - - - - - - - - -
Driver > 4M - - - - - - - - - - - - - - - -
Reverse Gear (Counter)
Driver > 5H - -50% - - - - - - - - - - - - - ? Non-throw
Driver > 5S 1000 25%*N - - P1 All U1 - - - - - - - - ? Non-throw, non-Super
Reverse Gear (Attack)
Reverse Gear H > L/M/H/S 1000 0% - - P1 All U1 - - - -22 - - - - ? Non-throw
Reverse Gear S > L/M/H/S 1000 15% - - P1 All U1 - - - -22 - - - - ? Non-throw, non-Super
Acrobatic Assault
236S
or 214S
- - - - - - - Until wall - +3L - - - - - -
j.236S
or j.214S
- - - - - - - Until wall - +3L - - - - - -
Power Blitz Charge
22S 800*2 12*2 - - P2 All - 14 6 52 -18 - - - - -
Power Blitz
22S (after Charge) (300,150*4) *2 12%*2 - - P2 All - 16 - - +6 - - - - -
j.22S (after Charge) (300,150*4) *2 12%*2 - - P2 All - 16 - Until L - - - - - -

Z Assists[edit]

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A 800 0% - - P1 All - 41 - - +35 - - - - 10-? Guard
Assist B 800*2 0% - - - All - 21 - - +23 - 23 - - -
Assist C 450*2, 400 0% - - - All - 46 [21] - - +50 - - - - -

Super Moves[edit]

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Endgame
236L+M 1417 / 2417 -100 - - B All UDV 7+7 - - -21 - - - - 7-? All
Barrier Explosion
236H+S 1417 / 2322 -100 - - B All UDV 7+4 - - -21 - - - - 1-? All
j.236H+S 1417 / 2322 -100 - - B All UDV 6+4 - Until L - - - - - 1-? All
Super Electric Strike
214L+M
or 214H+S
320*15 -300% - - P3 All UDV 10+3 - - -42 - - - - 1-18 All
j.214L+M
or j.214H+S
320*15 -300 - - P3 All UDV 10+3 - Until L - - - - - 1-18 All

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Android 17/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc