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.
|
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
|
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.
|
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.
|
Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
|
5L
|
400
|
5%
|
-
|
B
|
All
|
-
|
6
|
3
|
-
|
-3
|
1
|
-
|
-
|
-
|
-
|
5LL
|
700
|
7%
|
-
|
B
|
All
|
-
|
9
|
4
|
-
|
-4
|
2
|
-
|
-
|
-
|
-
|
5LLL
|
1000
|
12%
|
-
|
B
|
All
|
U3+
|
13
|
4
|
-
|
-5
|
4
|
-
|
-
|
-
|
-
|
5M
|
700
|
7%
|
-
|
B
|
All
|
-
|
10
|
4
|
-
|
-6
|
2
|
-
|
-
|
-
|
-
|
5H
|
850 / 1000
|
12%
|
-
|
B
|
All
|
U1
|
15
|
4
|
-
|
-8
|
4
|
-
|
-
|
-
|
-
|
5S
|
600
|
6%
|
-
|
P1
|
All
|
-
|
13
|
-
|
Total 37
|
-4
|
-
|
-
|
-
|
-
|
-
|
2L
|
400
|
5%
|
-
|
F
|
Low
|
-
|
7
|
2
|
-
|
-2
|
1
|
-
|
-
|
-
|
-
|
2M
|
700
|
7%
|
-
|
F
|
Low
|
-
|
11
|
3
|
-
|
-10
|
2
|
-
|
-
|
-
|
-
|
3M
|
700
|
7%
|
-
|
F
|
Low
|
-
|
17
|
3
|
-
|
-10
|
2
|
-
|
-
|
-
|
-
|
2H
|
850 / 1000
|
12%
|
-
|
B
|
All
|
U1+
|
16
|
3
|
22+10L
|
-19
|
-
|
-
|
-
|
-
|
4-18 Head
|
2S
|
450*3
|
6%*3
|
-
|
P1
|
All
|
-
|
21
|
-
|
Total 38
|
+4
|
-
|
-
|
-
|
-
|
-
|
6M
|
850
|
12%
|
-
|
B
|
High
|
-
|
24
|
6
|
4+6L
|
±0
|
3
|
15
|
18
|
23
|
-
|
j.L
|
400
|
5%
|
-
|
H
|
High
|
-
|
6
|
3
|
-
|
-
|
1
|
-
|
-
|
-
|
-
|
j.M
|
700
|
7%
|
-
|
H
|
High
|
-
|
10
|
4
|
-
|
-
|
2
|
-
|
-
|
-
|
-
|
5LLLLLLL
|
750 / 1000
|
12%
|
-
|
H
|
High
|
D3+
|
13
|
5
|
-
|
-
|
3
|
-
|
-
|
-
|
-
|
j.H
|
750
|
12%
|
-
|
H
|
High
|
-
|
14
|
5
|
-
|
-
|
3
|
-
|
-
|
-
|
-
|
j.S
|
400*3
|
6%*3
|
-
|
P1
|
All
|
-
|
18
|
-
|
Total 45+6L
|
-
|
-
|
-
|
-
|
-
|
-
|
j.2H
|
750
|
12%
|
-
|
H
|
All
|
U1+
|
13
|
4
|
-
|
-
|
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.
|
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
|
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.
|
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.
|
Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
|
Total Detonation Ball
|
236L
|
900
|
-
|
-
|
P2
|
All
|
-
|
18
|
-
|
Total 56
|
-10
|
-
|
-
|
-
|
-
|
-
|
236M
|
900
|
-
|
-
|
P2
|
All
|
-
|
18
|
-
|
Total 50
|
-4
|
-
|
-
|
-
|
-
|
-
|
236H (Level 0)
|
900
|
-50%
|
-
|
P2
|
All
|
-
|
16
|
-
|
Total 43
|
+1
|
-
|
-
|
-
|
-
|
-
|
236H (Level 1)
|
700*2
|
-50%
|
-
|
P3
|
All
|
-
|
16
|
-
|
Total 41
|
+5
|
-
|
-
|
-
|
-
|
-
|
236H (Level 2)
|
700*3
|
-50%
|
-
|
P3
|
All
|
-
|
16
|
-
|
Total 41
|
+10
|
-
|
-
|
-
|
-
|
-
|
236H (Level 3)
|
700*4
|
-50%
|
-
|
P3
|
All
|
-
|
16
|
-
|
Total 41
|
+15
|
-
|
-
|
-
|
-
|
-
|
236H (Level 4)
|
700*5
|
-50%
|
-
|
P3
|
All
|
-
|
16
|
-
|
Total 41
|
+20
|
-
|
-
|
-
|
-
|
-
|
Hors d'Oeuvre Stab
|
214L
|
200,800 / 200,300 / 0,1000
|
1%,6% / 1%*2 / 1%,6%
|
-
|
H, P1
|
All
|
U1+
|
12
|
-
|
-
|
-5
|
-
|
-
|
-
|
-
|
-
|
214M
|
200,800 / 200,300 / 0,1100
|
1%,6% / 1%*2 / 1%,6%
|
-
|
H, P1
|
All
|
U1+
|
14
|
-
|
-
|
-5
|
-
|
-
|
-
|
-
|
-
|
214H
|
600,1000 / 600,1000 / 0,1200
|
-50%
|
-
|
H, P1
|
All
|
U1+
|
14
|
-
|
-
|
-5
|
-
|
-
|
-
|
-
|
-
|
|
j.214L
|
200,800 / 200,300 / 0,1000
|
1%,6% / 1%*2 / 1%,6%
|
-
|
H, P1
|
All
|
U1+
|
13
|
-
|
-
|
-5
|
-
|
-
|
-
|
-
|
-
|
Additional active frames based on altitude
|
j.214M
|
200,800 / 200,300 / 0,1100
|
1%,6% / 1%*2 / 1%,6%
|
-
|
H, P1
|
All
|
U1+
|
15
|
-
|
-
|
-5
|
-
|
-
|
-
|
-
|
-
|
Additional active frames based on altitude
|
j.214H
|
600,1000 / 600,1000 / 0,1200
|
-50%
|
-
|
H, P1
|
All
|
U1+
|
13
|
-
|
-
|
-5
|
-
|
-
|
-
|
-
|
-
|
Additional active frames based on altitude
|
Connoisseur Cut
|
236S
|
900
|
15%
|
-
|
T
|
Throw
|
D2
|
24
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
j.236S
|
900
|
15%
|
-
|
T
|
Throw
|
D2
|
13
|
-
|
+3L
|
-
|
-
|
-
|
-
|
-
|
-
|
Aerial Connoisseur Cut
|
214S
|
900
|
15%
|
-
|
T
|
Throw
|
D2
|
13
|
-
|
+3L
|
-
|
-
|
-
|
-
|
-
|
4-13 Head
|
j.214S
|
900
|
15%
|
-
|
T
|
Throw
|
D2
|
13
|
-
|
+3L
|
-
|
-
|
-
|
-
|
-
|
-
|
Absorbed Abilities[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.
|
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
|
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.
|
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.
|
Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
|
Kamehameha
|
236S Blue
|
262*5
|
12%
|
-
|
P2
|
All
|
-
|
18
|
25
|
-
|
-8
|
-
|
-
|
-
|
-
|
-
|
j.236S Blue
|
262*5
|
12%
|
-
|
P2
|
All
|
-
|
18
|
25
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Cancelable into any absorbed 214S/j.214S starting on active frame 8
|
Solar Flare
|
214S Blue
|
0
|
18%
|
-
|
B
|
All
|
-
|
10
|
5
|
-
|
-1
|
-
|
-
|
-
|
-
|
4-10 Head
|
j.214S Blue
|
0
|
18%
|
-
|
B
|
All
|
-
|
10
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
4-10 Head
|
- Immediately cancelable into any absorbed 236S/j.236S
|
Consecutive Energy Blast
|
236S Yellow
|
170*8
|
4%*8
|
-
|
P1
|
All
|
-
|
12
|
-
|
-
|
-7
|
-
|
-
|
-
|
-
|
-
|
j.236S Yellow
|
170*8
|
4%*8
|
-
|
P1
|
All
|
-
|
12
|
-
|
+6L
|
-
|
-
|
-
|
-
|
-
|
-
|
- Cancelable into any absorbed j.214S starting on active frame 48
|
Sticky Energy Blast
|
214S Yellow
|
1400
|
12%
|
-
|
T
|
Throw
|
D2
|
17
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
1-21 Head
|
j.214S Yellow
|
1400
|
12%
|
-
|
T
|
Throw
|
D2
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1-20 Head
|
Explosive Energy Blast
|
236S Green
|
(400,800)*2
|
6%*4
|
-
|
P1
|
All
|
-
|
19
|
-
|
Total 39
|
+11
|
-
|
-
|
-
|
-
|
-
|
j.236S Green
|
(400,800)*2
|
6%*4
|
-
|
P1
|
All
|
-
|
15
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Cancelable into any absorbed j.214S starting on startup frame 10
|
Barrier
|
214S Green
|
-
|
25%*N
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 50
|
-
|
-
|
-
|
-
|
-
|
4-41 Non-throw, non-Super
|
j.214S Green
|
-
|
25%*N
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 50+6L
|
-
|
-
|
-
|
-
|
-
|
4-41 Non-throw, non-Super
|
- [] = when blocking attack
- Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
|
Homing Energy Blast
|
236S Purple
|
700
|
12%
|
-
|
P1
|
All
|
-
|
18
|
-
|
Total 45
|
-7
|
-
|
-
|
-
|
-
|
-
|
j.236S Purple
|
700
|
12%
|
-
|
P1
|
All
|
-
|
18
|
-
|
Total 47+6L
|
-
|
-
|
-
|
-
|
-
|
-
|
- Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
|
Sonic Warp
|
214S Purple
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 32
|
-
|
-
|
-
|
-
|
-
|
15-26 All
|
j.214S Purple
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 37
|
-
|
-
|
-
|
-
|
-
|
15-26 All
|
- Cancelable into any absorbed j.236S starting on startup frame 6
|
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.
|
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
|
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.
|
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.
|
Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
|
Assist A
|
800
|
0%
|
-
|
P2
|
All
|
-
|
26
|
-
|
-
|
+25
|
-
|
-
|
-
|
-
|
-
|
Assist B
|
200, 800
|
0%
|
-
|
-
|
All
|
-
|
26
|
-
|
-
|
+29
|
-
|
-
|
-
|
-
|
-
|
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.
|
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
|
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.
|
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.
|
Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
|
Photon Wave
|
236L+M or 236H+S
|
2200
|
-100%
|
-
|
P3
|
All
|
UDV
|
9+4
|
20
|
-
|
-20
|
-
|
-
|
-
|
-
|
9-18 All
|
j.236L+M or j.236H+S
|
2200
|
-100%
|
-
|
P3
|
All
|
UDV
|
9+4
|
20
|
-
|
-20
|
-
|
-
|
-
|
-
|
9-18 All
|
Sweet Tooth
|
214L+M or 214H+S
|
3803
|
-300%
|
-
|
P3
|
All
|
UDV
|
10+3
|
-
|
-
|
-29
|
-
|
-
|
-
|
-
|
1-20 All
|
Excellent Full Course
|
j.214L+M or j.214H+S
|
4221
|
-300%
|
-
|
B
|
All
|
UDV
|
11+3
|
-
|
Until L
|
-
|
-
|
-
|
-
|
-
|
1-? All
|
Sources[edit]
http://www.mediafire.com/file/82c6gjt8ujo336n/Android%2021%20Hitboxes.mkv (rec. April 28, 2018)
http://www.mediafire.com/file/7kd48gwa9djhinx/Android%2021%20Absorbed%20Ability%20Canceling.mkv (rec. May 2, 2018)
Navigation[edit]
|
To edit frame data, edit values in DBFZ/Android 21/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.
|
Click [★] for character's full frame data
System Explanations