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Glossary
How do I read frame data?
Frame Data Glossary
Smash
Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U
Up Smash
U+
Up Smash that can trigger D+ Smash
D
Down Smash
D+
Down Smash that requires hitting with U+ Smash earlier in the combo
V
Vanish
1
Only triggers if no Smash of the same type has been used
2
Triggers even if the same type has been used, but only once
3
Always triggers
Prorate
How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard
How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup
Number of frames for this move to reach the first active frame (includes the first active frame).
Active
Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery
Number of frames this move is in a recovery state before returning to neutral.
OnBlock
After blocking this attack, how soon can the attacker move compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
Invuln
Attribute and Hitbox invincibility for this attack
Level
Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun
When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit
When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit
When hitting an airborne opponent, how many frames for which they cannot air tech.
Attack Level Values
Air blocking adds 2F of blockstun
Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data
Normal Moves
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 5L 500 All 7 3 15 -2 2 18 5LL 700 All 10 4 14 -2 2 18 5LLL 1000 U3+ Throw 15 1 17 Launch 5M 700 All 11 6 26 -11 9-16 Armor 3 18 5H 850[1150] / 1000[1300] U1 All 16~30 3 24 -11 9-18~32 Armor 4 5S 300×6 All 13 Total 42 -9 2L 500 All 8 3 13 0 2 18 2M 700 Low 13 2 25 -11 9-14 Armor 2 2H 850 / 1000 U1+ All 15 3 25 -8 4-17 Head, 9-17 Armor 4 6M 850 High 24 6 4+6L ±0 3 15 18 23 j.L 500 High 6 4 2 18 j.M 700 High 10 4 9-13 Armor 2 18 j.H 850 / 1000 D1+ High 12 4 9-15 Armor 3 20 j.S 400×4 All 17 Total 39+5L j.2H 850 / 1000 D1 All 18 Until L 21 -11 ~ -7 9-20 Armor 3 20
Special Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L L Lariat Express 1000 All 13 6 24 -9 4-18 Armor 3 15 236M M Lariat Express 1100 / 0,1125 [1400 / 0,1440] U1+ All 28~46 12 24 -9 4-39~57 Armor 3 15 236H H Lariat Express 1200 / 0,1350 [1500 / 0,1665] U1+ All 19~37 12 24 -9 4-30~48 Armor 3 15 214L L Gigantic Claw 1800 D2 Throw 17 1 23 4-17 Armor 214M M Gigantic Claw 1650 [1950] U1+ → D2 Throw 24~43 1 22 4-24~43 Armor 214H H Gigantic Claw 1700 [2000] U1+ → D2 Throw 24~42 1 22 4-24~42 Armor j.214L L Gigantic Strike 1800 Throw 12 5 22 4-16 Armor j.214M M Gigantic Strike 1900 [2200] D2 Throw 16~36 7 22 4-22~42 Armor j.214H H Gigantic Strike 2000 [2300] D2 Throw 11~30 7 27 4-17~36 Armor 236S Eraser Blow 300,1200 / 0,1500 / 0,1350 U1+ All 20 1(2)P Total 50 -5 [+19] 4-28 Armor 45 [19] 214S Powered Shell 29 240 Total 40 29-268 Guard j.214S Air Powered Shell 29 240 Total 43 29-268 Guard
Z Assists
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit Assist A Eraser Blow 800 All 30 +30 Ki Blasts 30 Assist B Machine Gun Shot 210, 147×4 All 37 +52 53 Assist C Lariat Express 800, 400 All 35 [20] 9 +29 Armor
Super Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L+M L+M Eraser Cannon 600, 2000 UDV All 4+2 -27 4-17 All 236H+S H+S Eraser Cannon 2000 UDV All 13+4 -27 4-23 Armor, 24-End Ki blasts 214L+M L+M Gigantic Meteor 60*N, 4000 UDV All 9+3 1-18 All j.214LM Air L+M Gigantic Meteor 60*N, 4000 UDV All 7+3 1-16 All 214H+S H+S Gigantic Meteor 60*N, 4000 UDV All 9+15 Total 68 1-11 All j.214H+S Air H+S Gigantic Meteor 60*N, 4000 UDV All 17+15 Total 76 1-19 All
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
Z Combo Table
Ground Z Combo
L
M
H
S
Cancel
5L[2]
5LL[+] , 2L
5M, 2M, 6M
5H, 2H
5S
DR, Jump[-] , Sp
5LL
5LLL[+]
5M, 2M, 6M
5H, 2H
5S
Jump[-] , Sp
5LLL
-
-
-
-
Sp
2L[2]
5L
5M, 2M, 6M
5H, 2H
5S
Sp
5M
-
2M, 6M
5H, 2H
5S
Jump[-] , Sp
2M
-
5M, 6M
5H, 2H
5S
Sp
6M
-
-
-
-
-
5H
-
-
2H
5S
Sp
2H
-
-
-
-
Sp
5S
-
-
5H, 2H
-
Sp
Air Z Combo
L
M
H
S
Cancel
j.L
j.LL[-]
j.M
j.H, j.2H
j.S
Jump, Sp
j.LL[j.M]
-
-
j.H, j.2H
j.S
Jump, Sp
j.M[j.LL]
j.L
-
j.H, j.2H
j.S
Jump, Sp
j.H
-
-
j.2H
j.S
Sp
j.2H
-
-
-
-
Sp
j.S
-
-
-
-
Sp
5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge
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