DBFZ/Broly/Frame Data: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Broly|discord=https://discord.gg/TyVtHSS|active=frame_data}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
 
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==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#lst:DBFZ/Broly/Data|System Data}}
{{#lst:{{BASEPAGENAME}}/Data|System Data}}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lst:DBFZ/Broly/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
|-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lst:DBFZ/Broly/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Extra}}
|-
|-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:DBFZ/Broly/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Extra}}
|-
|-
{{AttackVersion|name=5M}}
{{AttackVersion|name=5M}}
{{#lst:DBFZ/Broly/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Extra}}
|-
|-
{{AttackVersion|name=5H|rowspan=2}}
{{AttackVersion|name=5H|rowspan=2}}
{{#lst:DBFZ/Broly/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{Description|16|text=*Active on frame 8 after releasing H
{{Description|15|text=*Active on frame 8 after releasing H
*Values in [ ] are on full charge
*Values in [ ] are on full charge
}}
}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:DBFZ/Broly/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:DBFZ/Broly/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
|-
{{AttackVersion|name=2M}}
{{AttackVersion|name=2M}}
{{#lst:DBFZ/Broly/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:DBFZ/Broly/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:DBFZ/Broly/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Extra}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:DBFZ/Broly/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:DBFZ/Broly/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{AttackVersion|name=5LLLLLLL}}
{{#lst:DBFZ/Broly/Data|5LLLLLLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Extra}}
|-
|-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
{{#lst:DBFZ/Broly/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{AttackVersion|name=j.S}}
{{AttackVersion|name=j.S}}
{{#lst:DBFZ/Broly/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
|-
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:DBFZ/Broly/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Lariat Express
{{AttackVersion|name=Lariat Express|subtitle=236L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:DBFZ/Broly/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:DBFZ/Broly/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
{{AttackVersion|name=236H}}
{{AttackVersion|name=Gigantic Claw|rowspan=214L/M/H|rowspan=3}}
{{#lst:DBFZ/Broly/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
! colspan=17 style="background: white;"|Gigantic Claw
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:DBFZ/Broly/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:DBFZ/Broly/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=Gigantic Strike|subtitle=j.214L|rowspan=3}}
{{#lst:DBFZ/Broly/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
! colspan=17 style="background: white;"|Gigantic Strike
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{AttackVersion|name=j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:DBFZ/Broly/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{AttackVersion|name=j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:DBFZ/Broly/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=Eraser Blow|subtitle=236S}}
{{#lst:DBFZ/Broly/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
! colspan=17 style="background: white;"|Eraser Blow
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=Powered Shell|subtitle=214S}}
{{#lst:DBFZ/Broly/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
! colspan=17 style="background: white;"|Powered Shell
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
{{AttackVersion|name=214S}}
{{AttackVersion|name=Powered Shell (Air)|subtitle=j.214S}}
{{#lst:DBFZ/Broly/Data|214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214S}}
|-
{{#lst:{{BASEPAGENAME}}/Data|j.214S Extra}}
{{AttackVersion|name=j.214S}}
{{#lst:DBFZ/Broly/Data|j.214S Full}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Assist A}}
{{AttackVersion|name=Assist A}}
{{#lst:DBFZ/Broly/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
{{AttackVersion|name=Assist B}}
{{AttackVersion|name=Assist B}}
{{#lst:DBFZ/Broly/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
|-
{{AttackVersion|name=Assist C}}
{{AttackVersion|name=Assist C}}
{{#lst:DBFZ/Broly/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
|-
|-
|}
|}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
! colspan=17 style="background: white;"|Eraser Cannon
|-
|-
{{AttackVersion|name=236L+M}}
{{AttackVersion|name=Eraser Cannon|subtitle=236L+M}}
{{#lst:DBFZ/Broly/Data|236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=236H+S}}
{{AttackVersion|name=Eraser Cannon|subtitle=236H+S}}
{{#lst:DBFZ/Broly/Data|236HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
! colspan=17 style="background: white;"|Gigantic Meteor
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
{{AttackVersion|name=214L+M}}
{{AttackVersion|name=Gigantic Meteor|subtitle=214L+M}}
{{#lst:DBFZ/Broly/Data|214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{AttackVersion|name=j.214L+M}}
{{AttackVersion|name=Gigantic Meteor|subtitle=214H+S}}
{{#lst:DBFZ/Broly/Data|j.214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
|-
|-
{{AttackVersion|name=214H+S}}
{{AttackVersion|name=Gigantic Meteor (Air)|subtitle=j.214L+M}}
{{#lst:DBFZ/Broly/Data|214HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}
|-
|-
{{AttackVersion|name=j.214H+S}}
{{AttackVersion|name=Gigantic Meteor (Air)|subtitle=j.214H+S}}
{{#lst:DBFZ/Broly/Data|j.214HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.214HS Extra}}
|}
|}


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==Navigation==
==Navigation==
{{#lst:DBFZ/Broly/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Broly]]

Revision as of 18:56, 22 May 2021

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


5LL


5LLL


5M


5H


  • Active on frame 8 after releasing H
  • Values in [ ] are on full charge
5S


2L


2M


2H


6M


j.L


j.M


5LLLLLLL


j.H


j.S


j.2H


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.
Lariat Express
236L/M/H


Gigantic Claw


Gigantic Strike
j.214L


Eraser Blow
236S


Powered Shell
214S


Powered Shell (Air)
j.214S


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


Assist B


Assist C


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.
Eraser Cannon
236L+M


Eraser Cannon
236H+S


Gigantic Meteor
214L+M


Gigantic Meteor
214H+S


Gigantic Meteor (Air)
j.214L+M


Gigantic Meteor (Air)
j.214H+S


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

Navigation

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

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