DBFZ/Broly/Frame Data

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System Data[edit]


Normal Moves[edit]

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 500 All - 7 3 15 -2 - 7% - B 2 - 18 -
5LL 700 All - 10 4 14 -2 - 7% - B 2 - 18 -
5LLL 1000 Throw U3+ 15 1 17 - - 12% - T - - Launch -
5M 700 All - 11 6 26 -11 9-16 Armor 12% - B 3 - 18 -
5H 850[1150] / 1000[1300] All U1 16~30 3 24 -11 9-18~32 Armor 12% - B 4 - - -
  • Active on frame 8 after releasing H
  • Values in [ ] are on full charge
5S 300*6 All - 13 - 24 -3 - 6%*6 - P1 - - - -
2L 500 All - 8 3 15 -2 - 7% - B 2 - 18 -
2M 700 Low - 13 2 19 -5 9-14 Armor 7% - F 2 - - -
2H 850 / 1000 All U1+ 15 3 25 -8 4-17 Head, 9-17 Armor 12% - B 4 - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
j.L 500 High - 7 4 - - - 7% - H 2 - 18 -
j.M 700 High - 10 4 - - 9-13 Armor 7% - H 2 - 18 -
5LLLLLLL 850 / 1000 High D1+ 12 4 - - 9-15 Armor 12% - H 3 - 20 -
j.H 850 / 1000 High D1+ 12 4 - - 9-15 Armor 12% - H 3 - 20 -
j.S 400*4 All - 17 - Total 39+5L - - 6%*4 - P1 - - - -
j.2H 850 / 1000 All D1 18 Until L 21 -11 ~ -7 9-20 Armor 12% - H 3 - 20 -

Special Moves[edit]

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.
Lariat Express
236L 1000 All - 13 6 24 -9 4-18 Armor 12% - B 3 - - -
236M 1100 / 0,1250 All U1+ 28 12 24 -9 4-39 Armor 12% / 15% - B 3 - - -
236H 1200 / 0,1500 All U1+ 19 12 24 -9 4-30 Armor -50% - B 3 - - -
Gigantic Claw
214L 1500 Throw D2 17 1 23 - 4-17 Armor 20% - T - - - -
214M 1500 Throw U1+ 24 1 22 - 4-24 Armor 20% - T - - - -
214H 1600 Throw U1+ 24 1 22 - 4-24 Armor -50% - T - - - -
Gigantic Strike
j.214L 1800 Throw - 12 5 22 - 4-16 Armor 25% - T - - - -
j.214M 1800 Throw D2 16 7 22 - 4-22 Armor 25% - T - - - -
j.214H 2000 Throw D2 11 7 27 - 4-17 Armor -50% - T - - - -
Eraser Blow
236S 300,1200 / 0,1500 All U1+ 20 1(2)X Total 50 -5 4-28 Armor 12% - B, P2 - - - -
Powered Shell
214S - - - 29 240 Total 40 - 29-268 Non-Super projectiles - - - - - - -
j.214S - - - 29 240 Total 43 - 29-268 Non-Super projectiles - - - - - - -

Z Assists[edit]

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 - 31 - - +21 Ki Blasts 0% - P2 - - - -
Assist B 250*4 All - 38 - - +44 - 0% - P1 - - - -
Assist C 800, 400 All - 46 [21] 9 - +29 Armor 0% - B - - - -

Super Moves[edit]

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.
Eraser Cannon
236L+M 600, 2000 All UDV 9+4 - - - 4-24 Armor, 25-End Ki blasts -100% - B, P3 - - - -
236H+S 2000 All UDV 13+4 - - - 4-23 Armor, 24-End Ki blasts -100% - P3 - - - -
Gigantic Meteor
214L+M 60*N, 4000 All UDV 9+3 - - - 1-18 All -300% - P3 - - - -
j.214L+M 60*N, 4000 All UDV 7+3 - - - 1-16 All -300% - P3 - - - -
214H+S 60*N, 4000 All UDV 9+15 - Total 68 - 1-11 All -300% - P3 - - - -
j.214H+S 60*N, 4000 All UDV 17+15 - Total 76 - 1-19 All -300% - P3 - - - -
Gigantic Meteor damage
Hit Count Raw Minimum (L+M) Minimum (H+S)
1 4000 1680 1400
2 - 12 60*1-11, 4000 12*1-11, 1680 12*1-11, 1400
13 - 22 60*10, 40*2-11, 3400 12*10, 8*2-11, 1530 12*10, 8*2-11, 1224
23 - 32 60*10, 40*10, 20*2-11, 3200 12*10, 8*10, 4*2-11, 1536 12*10, 8*10, 4*2-11, 1248
33+ 60*10, 40*10, 20*10, 10*2+, 3100 12*10, 8*10, 4*10, 2*2+, 1519 12*10, 8*10, 4*10, 2*2+, 1209
DBFZ Broly MeteorDamage.png


Sources[edit]

Navigation[edit]

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