DBFZ/Android 18/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 Low - 6 3 13 -4 - 5% - F 1 11 16 16
5LL 700 All - 10 4 16 -4 - 7% - B 2 15 18 18
5LLL 1000 All U3+ 12 5 17 -5 - 12% - B 4 15 Launch 34
5M 700 All - 10 4 18 -6 - 7% - B 2 15 18 18
5H 850 / 1000 All U1 15 4 22 -10 - 12% - B 4 15 Launch 22
5S 300*5 All - 13 - Total 36 -3 - 6%*5 - P1 - - - -
2L 400 Low - 7 2 14 -4 - 5% - F 1 11 16 16
2M 700 Low - 11 6 18 -8 - 7% - F 2 15 Launch 22
2H 850 / 1000 All U1+ 13 3 27+3L -17 4-15 Head 12% - B - 15 Launch 22 / 39
2S 600 All - 32 - Total 44 +8 - 6% - P1 - - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
j.L 400 High - 6 3 - - - 5% - H 1 - - -
j.M 700 High - 11 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 600 All - 15 - Total 35+3L - - 6% - P1 - - - -
j.2H 850 All U1+ 14 8 - - - 12% - H - - - -

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.
Back Grapple
236L/M/H
600, 1000 Throw D2 17 1 24 - - 5%, 10% - T - - - -
600,1000 / 600,1100 Throw U1+ 30 1 24 - - 5%,10% / 10%,5% - T - - - -
600,1200 / 700,1100 Throw U1+ 28 1 24 - - -50% - T - - - -
Support Attack
214L/M/H/S
700 All - 14 8 Total 39 -5 - 12% - B - - - -
400*3 All - 32 4(13[8])4(18)9* Total 39 +27 - 6%*3 - B - - - -
  • [] = if 1st hit lands, * = Includes hitstop frames
117*10, 137*7 All - 14 300 Total 32 - - -50% - P2 - - - -
300*3 All - 43 - Total 39 +38 - 6%*3 - P1 - - - -
Support Attack (Air)
j.214L/M/H/S
700 All - 20 3 Total 39 - - 12% - B - - - -
450*2 All - 23+ 4(15)4 Total 32+7L - - 6%*2 - H - - - -
  • Startup frames based on altitude
117*10, 137*7 All - 14 300 Total 32 - - -50% - P2 - - - -
- - - 26 40 Total 32 - 32-65 Non-throw, non-Super 25%*N - - - - - -
H Support Attack Followup
214H > 214H
117*10, 137*7 All - 30 - Total 39 +29 - -50% - P2 - - - -
H Support Attack Followup (Air)
j.214H > 214H
117*10, 137*7 All - 30 - Total 39+7L - - -50% - P2 - - - -
Destructo-Disc
2236S
1000 All - 20 - - -3 - 15% - P2 - - - -
Barrier
22S
- - - - - Total 48 - 4-39 Non-throw, non-Super 25%*N - - - - - -

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
Barrier
- - - 10 - - - 13-53 Non-throw, non-Super 0% - - - - - -
Assist B
Destructo-Disc
800 All - 26 - - +26 - 0% - - - - - -
Assist C
Support Attack
450*2, 400 All - 46 [21] - - +50 - 0% - - - - - -

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.
Energy Wave
236L+M or 236H+S)
130*10, 170*7 All UDV 24~27+4 40 - -27 10-?~37 All -100% - P3 - - - -
  • Startup decreases if cancelled from Barrier
Energy Wave (Air)
j.236L+M or j.236H+S
130*10, 170*7 All UDV 24~27+4 40 - -27 10-?~37 All -100% - P3 - - - -
  • Startup decreases if cancelled from Barrier
Accel Dance
214L+M or 214H+S
4218 All UDV 9+3 - - -14 [+30] 1-? All -300% - B - - - -
  • Startup decreases if cancelled from Barrier
Accel Dance (Air)
j.214L+M or j.214H+S
4218 All UDV 9+3 - Until L - 1-? All -300% - B - - - -
  • Startup decreases if cancelled from Barrier

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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

http://www.mediafire.com/file/ahd7y25cca92pav/Android%2018%20hitboxes.mkv (rec April 24, 2018)

https://drive.google.com/drive/u/1/folders/1wRVWEqruLWsrZaxc4QmEAjyP2CzWvbf5(rec on May 2, 2018)

Frame data was taken from source above: https://docs.google.com/spreadsheets/d/1QfbfIZV8yuX0I9_NbenBjzyKOuvYUGtXX6KK2SBMoCk/edit#gid=0

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Ambox notice.png To edit frame data, edit values in DBFZ/Android 18/Data.