DBFZ/Beerus/Frame Data

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System Data


Normal Attacks

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 12 -3 - 5% - B 1 - - -
5LL 700 All - 9 3 18 -5 - 7% - B 2 - - -
5LLL 1000 All U3+ 32 [5] 2 19 -5 - 12% - B 4 - - -
5M 700 All - 11 4 17 -5 - 7% - B 2 - - -
5H 850 / 1000 All U1 13 5 17 -6 - 12% - B 4 - - -
5S 500 All - 13 - 23 -2 - 6% - P1 - - - -
2L 400 Low - 7 3 12 -3 - 5% - F 1 - - -
2M 700 Low - 12~24 5 20 -9 - 7% - F 2 - - -
2H 850 / 1000 All U1+ 13 3 27 -14 4-15 Head 12% - B 4 - - -
2S 500 [700] All - 15 300 23 -2 - 6% - P1 - - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
j.L 400 High - 7 3 12 - - 5% - H 1 - - -
j.M 700 High - 9 3 15 - - 7% - H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 13 3 21 - - 12% - H 3 - - -
j.H 850 / 1000 High D1+ 13 3 21 - - 12% - H 3 - - -
j.S 330*2 [330*4] All - 13 - Total 51+7L - - 6%*2 [6%*4] - P1 - - - -
j.2H 850 All U1 15 8 22 - - 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 Sphere of Destruction
236L/[L]
500, 700 All - 11, 32 1 13 -2 - 7%, 12% - P1, B - - - -
500 [700] All - 11 (300) (if no contact) 22 -2 - 7% - P1 - - - -
  • Projectile spawns on frame 11
M Sphere of Destruction
236M/[M]
500, 800 All U1+ 11, 34 1 13 -23 - 7%, 12% - P1, B - - - -
500 [700] All - 11 (300) (if no contact) 22 -2 - 7% - P1 - - - -
  • Projectile spawns on frame 11
H Sphere of Destruction
236H/[H]
500*2, 900 All U1+ 11, 32 2 12 +1? - -50% - P1*2, B - - - -
500*2 [700*2] All - 11 (300) (if no contact) 22 -1 - -50% - P1 - - - -
  • Projectiles spawn on frame 11 (lower) and 12 (upper)
  • Launches both projectiles
H Sphere of Destruction
236H[2]/[8]
500*2, 800 All U1+ 11, 32 2 10 +6 - -50% - P1*2, B - - - -
500*2, 1000 All U1+ 11, 32 2 14 -13 - -50% - P1*2, B - - - -
  • [2] to only launches lower projectile, [8] to only launch upper projectile
L Sphere of Destruction (Air)
j.236L/[L]
500, 700 All - 11, 27 1 21 - - 7%, 12% - P1, H - - - -
500 [700] All - 11 (300) (if no contact) 22 - - 7% - P1 - - - -
  • Projectile spawns on frame 11
M Sphere of Destruction (Air)
j.236M/[M]
500, 800 All U1+ 11, 27 1 27 - - 7%, 12% - P1, H - - - -
500 [700] All - 11 (300) (if no contact) 22 - - 7% - P1 - - - -
  • Projectile spawns on frame 11
H Sphere of Destruction (Air)
j.236H/[H]
500*2, 900 All U1+ 11, 28 2 22 - - -50% - P1*2, H - - - -
500*2 [700*2] All - 11 (300) (if no contact) 22 - - -50% - P1 - - - -
  • Projectiles spawn on frame 11 (lower) and 12 (upper)
  • Launches both projectiles
H Air Sphere of Destruction
j.236H[2]/[8]
500*2, 800 All U1+ 11, 28 2 22 - - -50% - P1*2, B - - - -
500*2, 1000 All U1+ 11, 28 2 22 - - -50% - P1*2, B - - - -
  • [2] to only launches lower projectile, [8] to only launch upper projectile
God of Destruction's Rampage
214L/M/H
500, 550 All - 15 3 18 -5 - 6%*2 - H - - - -
500, 900 All D1 17 3 18 -5 - 6%*2 - H - - - -
500, 1250 All D1 17 3 18 -5 - -50% - H - - - -
God of Destruction's Rampage (Air)
j.214L/M/H
500, 500 All - 14 until landing - -5 - 6%*2 - H - - - -
500, 750 All D1 17 until landing - -5 - 6%*2 - H - - - -
500, 1000 All D1 14 until landing - -5 - -50% - H - - - -
Spheres of Destruction
236S
500*6 All - 34 300 Total 60 -4 - 7%*6 - P1 - - - -
God of Destruction's Wrath
214S
400*10 All - 9(14 in front) - 64 (first)/38 (last) -35 1-13 All, 14-33 Guard 12%*10 - P1 - - - -
  • Damage and advantage on block vary with position
God of Destruction's Wrath (Air)
j.214S
400*10 All - 9(14 in front) - 60(first)/34(last)+10L - 1-13 All, 14-33 Guard 12%*10 - P1 - - - -
  • Damage and advantage on block vary with position

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 500 [700], 600 All - 20, 41 42, 4 - +50/+29 - 0% - P1, B - - - -
  • Projectile spawn on frame 28
Assist B 400, 600 All - 36 4, 3 - +34 - 0% - - - - - -
Assist C 200*10, 1000 All - 41 [19] 25 - +17-40/+11 frame 31 armor 0% - - - 16 - -

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.
Beerus Ball
236L+M or 236H+S
100*15, 1200 All UDV 11+4 - Total 65 -19 11-23 All -100% - P3 - - - -
  • Can cancel into Beerus Ball Of Destruction from frame 24 until the last active frame or the 6th frame after the Ball leaves the screen
Beerus Ball (Air)
j.236L+M or j.236H+S
100*15, 1200 All UDV 11+4 - Total 63 - 11-23 All -100% - P3 - - - -
  • Can cancel into Beerus Ball Of Destruction from frame 24 until the last active frame or the 6th frame after the Ball leaves the screen
Beerus Ball of Destruction
Beerus Ball > L/M/H/S
2000 All UDV 1+5 3 36 -19 1-5 All -100% - P3 - - - -
God of Destruction's Judgment
214L+M or 214H+S
4800 Throw UDV 7+3 1 23 - 1-12 All -300% - T - - - -

Sources

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