DBFZ/Android 17/Frame Data

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System Data[edit]


Normal Moves[edit]

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 - 6 2 13 -3 - 5% - B 1 - - -
5LL 700 All - 7 5 16 -5 - 7% - B 2 - - -
5LLL 1000 All U3+ 15 4 17 -5 4 Low 12% - B 4 - - -
5M 700 All - 9 4 17 -5 - 7% - B 2 - - -
5H 850 / 1000 All U1 15 4 22 -10 - 12% - B 4 - - -
5S 300*6 All - 13 - Total 37 -4 - 6%*6 - P1 - - - -
2L 400 Low - 7 3 13 -4 - 5% - F 1 - - -
2M 700 Low - 10 4 18 -6 - 7% - F 2 - - -
2H 850 / 1000 All U1+ 14 3 22+7L -16 4-16 Head 12% - B 4 - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
3H 750 Low - 12 - - -8 - 7% - F 2 - - -
j.L 400 High - 6 3 - - - 5% - H 1 - - -
j.M 700 High - 10 3 - - - 7% - H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 13 4 - - - 12% - H 3 - - -
j.H 850 / 1000 High D1+ 13 4 - - - 12% - H 3 - - -
j.S 250*6 All - 11 - Total 46+3L - - 6%*6 - P1 - - - -
j.2H 850 All U1+ 13 5 - - - 12% - H 3 - - -

Special Moves[edit]

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.
Accel Driver
236L 900 All - 15 - - -23 5-18 Head 12% - B 3 - - -
236M 950 All - 25 - - -23 5-? Head 12% - B 3 - - -
236[M] - - - - - Total 33~38 - 5-19~24 Head - - - - - - -
236H 1000 All - 33 - - -23 1-? Head -50% - B 3 - - -
236[H] - - - - - Total 35~49 - 1-21~35 Head -50% - - - - - -
Finishing Driver
214L 900 All - 31 - - -23 23-? Head 12% - B 3 - - -
214M 950 All - 37 - - -23 28-? Head 12% - B 3 - - -
214[M] - - - - - Total 48~55 - 28-34~41 Head - - - - - - -
214H 1000 All - 40 - - -23 23-? Head -50% - B 3 - - -
214[H] - - - - - Total 42~56 - 23-28~42 Head -50% - - - - - -
Top Gear
Driver > 5L 700 All - 8 - - -9 - 12% - B 3 - - -
Driver > 5M 750 All - 10 - - -9 - 12% - B 3 - - -
Second Gear
Driver > 6L 700 High - 25 - - -12 - 12% - B 3 - - -
Driver > 6M 750 High - 26 - - -13 - 12% - B 3 - - -
Low Gear
Driver > 2L 700 Low - 10 4 - -11 - 12% - F 3 - - -
Driver > 2M 750 Low - 12 4 - -11 - 12% - F 3 - - -
Fake Out
Driver > 4L - - - - - - - - - - - - - - -
Driver > 4M - - - - - - - - - - - - - - -
Reverse Gear (Counter)
Driver > 5H - - - - - - - ? Non-throw -50% - - - - - -
Driver > 5S - - - - - - - ? Non-throw, non-Super 25%*N - P1 - - - -
Reverse Gear (Attack)
Reverse Gear H > L/M/H/S 1000 All U1 - - - -22 ? Non-throw 0% - P1 - - - -
Reverse Gear S > L/M/H/S 1000 All U1 - - - -22 ? Non-throw, non-Super 15% - P1 - - - -
Acrobatic Assault
236S
or 214S
- - - Until wall - +3L - - - - - - - - -
j.236S
or j.214S
- - - Until wall - +3L - - - - - - - - -
Power Blitz Charge
22S 800*2 All - 14 - - -28 - 12*2 - P2 - - - -
Power Blitz
22S (after Charge) (300,150*4) *2 All - 16 - - +6 - 12%*2 - P2 - - - -
j.22S (after Charge) (300,150*4) *2 All - 16 - Until L - - 12%*2 - P2 - - - -

Z Assists[edit]

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 800 All - 41 - - +35 10-? Guard 0% - P1 - - - -
Assist B 800*2 All - 21 - - +23 - 0% - - - 23 - -
Assist C 450*2, 400 All - 46 [21] - - +50 - 0% - - - - - -

Super Moves[edit]

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.
Endgame
236L+M 2417 All UDV 7+7 - - -21 7-? All -100 - B - - - -
Barrier Explosion
236H+S 2322 All UDV 7+4 - - -21 1-? All -100 - B - - - -
j.236H+S 2322 All UDV 6+4 - Until L - 1-? All -100 - B - - - -
Super Electric Strike
214L+M
or 214H+S
320*15 All UDV 10+3 - - -42 1-18 All -300% - P3 - - - -
j.214L+M
or j.214H+S
320*15 All UDV 10+3 - Until L - 1-18 All -300 - P3 - - - -

Sources[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in DBFZ/Android 17/Data.