DBFZ/Cell/Frame Data

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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 400 All - 6 3 12 -3 - 5% - B 1 11 - -
5LL 700 All - 9 9 20 -5 - 7% - B 2 15 - -
  • Cell enters 20F recovery animation on hit/block
5LLL 1000 Throw U3+ 9 1 18 - - 12%*2 - T - - - -
5M 700 [550] All - 9 3 18 -5 - 7% - B 2 15 - -
  • Can cancel into 4MM from 21-25F, this can only be done once per string.
5H 850[1150] / 1000[1300] All U1 14~30 3 21 -8 - 12% - B 4 15 - -
  • Values in [] are for fully charged version
5S 300*5 All - 16 X[(10)X*4] 24 -4 - 6%*5 - P1 - 21 - -
  • Hold button for more shots (max 5)
  • Shots appear in 9F intervals
  • Cell enters 24F recovery after he stops shoooting
2L 400 Low - 7 3 12 -3 - 5% - F 1 - - -
2M 700 Low - 12 6 18 -8 - 7% - F 2 15 - -
2H 850 / 1000 All U1+ 13 3 31 -18 4-15 Head 12% - B 4 15 - -
2S 400*3 All - 18 - Total 56 +2 - 6%*3 - P1 - 15+5 - -
  • Cell becomes airborne on 9F, lands on 42F
  • Shots appear in 10F intervals (3 total)
  • 15F recovery after landing
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
  • On hit, frame adv +3
6H 850 Low - 13 3 18 -5 - 12% - F 3 15 - -
j.L 400 High - 6 3 17 - - 5% - H 1 - - -
j.M 700 High - 11 3 17 - - 7% - H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 13 8 22 - - 12% - H 3 - - -
j.H 850 / 1000 High D1+ 13 8 22 - - 12% - H 3 - - -
j.S 500, 500 All - 17 [15] 2 45 - - 12%, 6% - H, P1 - - - -
  • Ground projectile starts on frame 19 and has active frames 3(2)3(2)3(2)3(2)3
j.2H 850 All U1 15 3 19 - - 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.
Hell Strike
j.2M 900 High - 33 3 30 -3 8-15 All 7% - H 2 15 - -
  • Teleport+invuln on frames 8-15
  • Frame advantage listed is when opponent standing blocks the attack
Rolling Crush
236L 100*4, 900 All*4, High D1 8 2,2,2,2(8)3 15 -2 - - - B 2*4, 3 15*5 - -
236M 100*4, 1000 All*4, High D1 10 2,2,2,2(8)3 15 -2 - - - B 2*4, 3 15*5 - -
236H 100*4, 1200 All*4, High D1 8 2,2,2,2(8)3 15 -2 - -50% - B 2*4, 3 15*5 - -
j.236L 100*N, 700 All*N, High D1 19 (variable),3 15 -2 - - - H - 15*N - -

Roll active frames last until Cell lands

j.236M 100*N, 700 All*N, High D1 19 (variable),3 15 -2 - - - H - - - -

Roll active frames last until Cell lands

j.236H 100*N, 1000 All*N, High D1 8 (variable),3 15 -2 - -50% - H - - - -

Roll active frames last until Cell lands

Perfect Attack
214L 400, 400, 400 All - 12 3 30 -3 ~ -1 4-14 Head - - B - - - -
214M 400, 400, 600 All U1+ 12 3 36 -3 ~ -2 3-14 Head - - B - - - -
214H 400, 400, 1000 All U2+ 12 3 32 -1 1-14 Head -50% - B - - - -
j.214L 500, 500 All - 12 3 26 - - - - H - - - -
j.214M 500, 500 All - 8 3 32 - - - - H - - - -
j.214H 500, 500, 500 All U1+ 8 3 32 -1 - -50% - H - - - -
Kamehameha
236S 262*5 [280*5] All - 18 25 [21] 21 [17] -16 [-10] - - - P2 - - - -
j.236S 262*5 All - 18 25 24 - - - - P2 - - - -
Psycho Crash
214S 150*8, 800 Throw U2+ 30 3 25 - - - - T - - - -

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 200*5 All - 42 25 95 +30 - 0% - P2 - 30-32 - -
Assist B 800 All - 20-28 9 - +26 - 0% - - - 26 - -
Assist C 550, 400*2 All - 35 [21] 6 - +25 Head 0% - - - - - -

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.
Energy Field
236L+M
or 236H+S
450*6 All UDV 9+4 3*6 40 -25 9-30 All -100% - P3 - - - -
  • Minimum Damage 30% (810)
j.236L+M
or j.236H+S
450*6 All UDV 9+4 3*6 42 - 9-30 All -100% - P3 - - - -
  • Minimum Damage 30% (810)
Solar Kamehameha
214L+M
or 214H+S
220*19, 360 All UDV 9+3 85 51 -34 [+42] 1-19 All -300% - P3 - - - -
  • Minimum Damage 33% (1486)
  • Does 40 hits

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
5M - 4MM[+], 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
4MM - 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 6H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
6H - - 5H, 2H 5S, 2S Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S - - - - Sp
  • 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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.

Sources

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