DBFZ/Android 21/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 All - 6 3 - -3 - 5% - B 1 - - -
5LL 700 All - 9 4 - -4 - 7% - B 2 - - -
5LLL 1000 All U3+ 13 4 - -5 - 12% - B 4 - - -
5M 700 All - 10 4 - -6 - 7% - B 2 - - -
5H 850 / 1000 All U1 15 4 - -8 - 12% - B 4 - - -
5S 600 All - 13 - Total 37 -4 - 6% - P1 - - - -
2L 400 Low - 7 2 - -2 - 5% - F 1 - - -
2M 700 Low - 11 3 - -10 - 7% - F 2 - - -
3M 700 Low - 17 3 - -10 - 7% - F 2 - - -
2H 850 / 1000 All U1+ 16 3 22+10L -19 4-18 Head 12% - B - - - -
2S 450*3 All - 21 - Total 38 +4 - 6%*3 - 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 - 10 4 - - - 7% - H 2 - - -
5LLLLLLL 750 / 1000 High D3+ 13 5 - - - 12% - H 3 - - -
j.H 750 High - 14 5 - - - 12% - H 3 - - -
j.S 400*3 All - 18 - Total 45+6L - - 6%*3 - P1 - - - -
j.2H 750 All U1+ 13 4 - - - 12% - H 3 - - -

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.
L Total Detonation Ball
236L
900 All - 18 - Total 56 -10 - - - P2 - - - -
M Total Detonation Ball
236M
900 All - 18 - Total 50 -4 - - - P2 - - - -
H Total Detonation Ball
236H (Lv 0/1/2/3/4)
900 All - 16 - Total 43 +1 - -50% - P2 - - - -
700*2 All - 16 - Total 41 +5 - -50% - P3 - - - -
700*3 All - 16 - Total 41 +10 - -50% - P3 - - - -
700*4 All - 16 - Total 41 +15 - -50% - P3 - - - -
700*5 All - 16 - Total 41 +20 - -50% - P3 - - - -
Hors d'Oeuvre Stab
214L/M/H
200,800 / 200,300 / 0,1000 All U1+ 12 - - -5 - 1%,6% / 1%*2 / 1%,6% - H, P1 - - - -
200,800 / 200,300 / 0,1100 All U1+ 14 - - -5 - 1%,6% / 1%*2 / 1%,6% - H, P1 - - - -
600,1000 / 600,1000 / 0,1200 All U1+ 14 - - -5 - -50% - H, P1 - - - -
  • [] = ground splash only
Hors d'Oeuvre Stab (Air)
j.214L/M/H
200,800 / 200,300 / 0,1000 All U1+ 13 - - -5 - 1%,6% / 1%*2 / 1%,6% - H, P1 - - - -
200,800 / 200,300 / 0,1100 All U1+ 15 - - -5 - 1%,6% / 1%*2 / 1%,6% - H, P1 - - - -
600,1000 / 600,1000 / 0,1200 All U1+ 13 - - -5 - -50% - H, P1 - - - -

Additional active frames based on altitude

Connoisseur Cut
236S
900 Throw D2 24 - - - - 15% - T - - - -
Connoisseur Cut (Air)
j.236S
900 Throw D2 13 - +3L - - 15% - T - - - -
Aerial Connoisseur Cut
214S
900 Throw D2 13 - +3L - 4-13 Head 15% - T - - - -
Aerial Connoisseur Cut (Air)
j.214S
900 Throw D2 13 - +3L - - 15% - T - - - -

Absorbed Abilities

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.
Kamehameha
Blue 236S
262*5 All - 18 25 - -8 - 12% - P2 - - - -
  • Cancelable into any absorbed 214S/j.214S starting on active frame 8
Air Kamehameha
Blue j.236S
262*5 All - 18 25 - - - 12% - P2 - - - -
  • Cancelable into any absorbed 214S/j.214S starting on active frame 8
Solar Flare
Blue 214S
0 All - 10 5 - -1 4-10 Head 18% - B - - - -
  • Immediately cancelable into any absorbed 236S/j.236S
Air Solar Flare
Blue j.214S
0 All - 10 5 - - 4-10 Head 18% - B - - - -
  • Immediately cancelable into any absorbed 236S/j.236S
Consecutive Energy Blast
Yellow 236S
170*8 All - 12 - - -7 - 4%*8 - P1 - - - -
  • Cancelable into any absorbed j.214S starting on active frame 48
Air Consecutive Energy Blast
Yellow j.236S
170*8 All - 12 - +6L - - 4%*8 - P1 - - - -
  • Cancelable into any absorbed j.214S starting on active frame 48
Sticky Energy Blast
Yellow 214S
1400 Throw D2 17 5 - - 1-21 Head 12% - T - - - -
Air Sticky Energy Blast
Yellow j.214S
1400 Throw D2 16 - - - 1-20 Head 12% - T - - - -
Explosive Energy Blast
Green 236S
(400,800)*2 All - 19 - Total 39 +11 - 6%*4 - P1 - - - -
  • Cancelable into any absorbed j.214S starting on startup frame 10
Air Explosive Energy Blast
Green j.236S
(400,800)*2 All - 15 - - - - 6%*4 - P1 - - - -
  • Cancelable into any absorbed j.214S starting on startup frame 10
Barrier
Green 214S
- - - - - Total 50 - 4-41 Non-throw, non-Super 25%*N - - - - - -
  • [] = when blocking attack
  • Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
Air Barrier
Green j.214S
- - - - - Total 50+6L - 4-41 Non-throw, non-Super 25%*N - - - - - -
  • [] = when blocking attack
  • Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
Homing Energy Blast
Purple 236S
700 All - 18 - Total 45 -7 - 12% - P1 - - - -
  • Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
Air Homing Energy Blast
Purple 236S
700 All - 18 - Total 47+6L - - 12% - P1 - - - -
  • Cancelable into any absorbed 236S/j.236S starting 6 frames before the attack hits
Sonic Warp
Purple 214S
- - - - - Total 32 - 15-26 All - - - - - - -
  • Cancelable into any absorbed j.236S starting on startup frame 6
Air Sonic Warp
Purple j.214S
- - - - - Total 37 - 15-26 All - - - - - - -
  • Cancelable into any absorbed j.236S starting on startup frame 6

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 800 All - 26 - - +25 - 0% - P2 - - - -
Assist B 200, 800 All - 26 - - +29 - 0% - - - - - -
Assist C 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.
Photon Wave
236L+M or 236H+S
2200 All UDV 9+4 20 - -20 9-18 All -100% - P3 - - - -
Photon Wave (Air)
j.236L+M or j.236H+S
2200 All UDV 9+4 20 - -20 9-18 All -100% - P3 - - - -
Sweet Tooth
214L+M or 214H+S
3803 All UDV 10+3 - - -29 1-20 All -300% - P3 - - - -
Excellent Full Course
j.214L+M or j.214H+S
4221 All UDV 11+3 - Until L - 1-? All -300% - B - - - -

Sources

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

Ambox notice.png To edit frame data, edit values in DBFZ/Android 21/Data.