DBFZ/Bardock/Frame Data

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System Data[edit]


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

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

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% - B All - 21 - - +27 - - - - -
Assist B 1000 0% - B All - 36 - - +46 - - - - -
Assist C 300, 600, 400 0% - - All - 61 [21] - - +35 - - - - -

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

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Bardock/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.
Dragon Ball FighterZe
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System Explanations

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