DBFZ/Beerus/Frame Data

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< DBFZ‎ | Beerus
Revision as of 14:57, 7 September 2020 by Shtkn (talk | contribs)
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System Data


Normal Attacks

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL
5M
5H
5S
2L
2M
2H
2S
6M
j.L
j.M
5LLLLLLL
j.H
j.S
j.2H

Special Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Sphere of Destruction
236L
  • Projectile spawns on frame 11
236[L]
236M
  • Projectile spawns on frame 11
236[M]
236H
  • Projectiles spawn on frame 11 (lower) and 12 (upper)
  • Launches both projectiles
236[H]
236H[2]
  • Only launches lower projectile
236H[8]
  • Only launches upper projectile
j.236L
  • Projectile spawns on frame 11
j.236[L]
j.236M
  • Projectile spawns on frame 11
j.236[M]
j.236H
  • Projectiles spawn on frame 11 (lower) and 12 (upper)
  • Launches both projectiles
j.236[H]
j.236H[2]
  • Only launches lower projectile
j.236H[8]
  • Only launches upper projectile
God of Destruction's Rampage
214L
214M
214H
j.214L
j.214M
j.214H Spheres of Destruction
236S God of Destruction's Wrath
214S
  • Damage and advantage on block vary with position
j.214S
  • Damage and advantage on block vary with position

Z Assists

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Assist A
  • Projectile spawn on frame 28
Assist B
Assist C

Super Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Beerus Ball
236L+M
or 236H+S
  • 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
j.236L+M
or j.236H+S
  • 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
God of Destruction's Judgment
214L+M
or 214H+S

Sources

Navigation

To edit frame data, edit values in DBFZ/Beerus/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.

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