DBFZ/Bardock/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 16 -3 - 7% - B 1 15 - -
5LL 700 All - 11 3 18 -5 - 7% - B 2 15 GBounce GBounce
5LLL 1000 All U3+ 13 3 17 -4 - 12% - B 4 15 Launch -
5M 700 All - 12 4 16 -4 - 7% - B 2 15 - -
5H 850 / 1000 All U1 15 3 21 -8 - 12% - B 4 15 Launch 22
5S 500 All - 13 - Total 37 -4 - 6% - P1 - 20 Launch 25
2L 400 Low - 7 3 13 -4 - 5% - F 1 11 - -
2M 700 Low - 10 3 18 -5 - 7% - F 2 15 Launch 22
2H 850 / 1000 All U1+ 13 3 28 -15 4-15 Head 12% - B 4 15 Launch 22 / 39
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
j.L 400 High - 6 3 13 - - 5% - H 1 - - -
j.M 500*2 High - 8 2(8)2 13 - - 7%*2 - H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 13 4 19 - - 12% - H 3 - - -
j.H 850 / 1000 High D1+ 13 4 19 - - 12% - H 3 - - -
j.S 500 All - 13 - Total 34+5L - - 6% - P1 - - - -
j.2H 850 All U1+ 12 4 22 - - 12% - H 3 - - / 39

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.
Rebellion Spear
236L/M/H
900 All - 10 7 20 -5 - 12% - B 3 - - -
300,600
→1100
All U1+ 8 6(3)5 21+7L -16 4-21 Head 6%*2
→12.5%
- B 3 15 Launch -
300,600
→300,1100
→1100
All - 8 3~7,3,5 24 -5 - -50% - B 3 - Launch -
Rebellion Spear (Air)
j.236L/M/H
900 All - 10 7 17 - - 12% - H 3 - Launch -
300,600
→1100
All U1+ 12 Until L(2)3 28 -5 - 6%*2
→12%
- H 3 25 Launch -
300,600
→300,1100
→1100
All - 8 3~7,3,5 24 -5 - -50% - H 3 - Launch -
Raging Meteor
214L/M/H
50*4, 1000 All*4, High D1 10 10(4)5 16 -5 - 2%*4, 12% - B - 15 Launch -
50*6, 1100 All*6, High D1 8 15(4)5 16 -5 - 2%*6, 12% - B - 15 Launch -
50*6, 1300 All*6, High D1 7 14(1)5 16 -5 - -50% - B - 15 Launch -
Raging Meteor (Air)
j.214L/M/H
50*4, 900 All*4, High D1 11 8(4)5 15 - - 2%*4, 12% - H - - - -
50*6, 1000 All*6, High D1 19 13 21 - - 2%*6, 12% - H - - - -
50*6, 1200 All*6, High D1 8 13 15 - - -50% - H - - - -
Tyrant Lancer
236S
1000 / 600*2 All U1+ 26~34 2 21 +4 - 12% / 24%,12% - B - 26 Launch -
Tyrant Lancer (Charged)
236[S]
1500 / 800*2 All U1+ 35~48 2 21 +4 - 12% / 24%,12% - B - 26 Launch -

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 - 21 - - +27 - 0% - B - - - -
Assist B 1000 All - 36 - - +46 - 0% - B - - - -
Assist C 300, 600, 400 All - 61 [21] - - +35 - 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.
Riot Javelin
236L+M
2200 [1100] All UDV 10+4 - Total 72 -21 10-21 All -100% - P3 - - - -
Riot Javelin (Air)
j.236L+M
2200 [1100] All UDV 10+4 - Total 72 - 10-21 All -100% - P3 - - - -
Saiyan Spirit
236H+S
1318, 1590 All UDV 4+6 1(2)2 33 [41] -19 [-26] 1-14 All -100% - B - - - -
Saiyan Spirit (Air)
j.236H+S
1318, 1590 All UDV 4+6 1(2)2 Until L - 1-14 All -100% - B - - - -
Revenge Assault
214L+M or 214H+S
4248 All UDV 9+3 12 27 -14 1-23 All -300% - B - - - -
Revenge Assault (Air)
j.214L+M or j.214H+S
4248 All UDV 9+3 12 Until L - 1-23 All -300% - B - - - -

Sources

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