DBFZ/Cooler/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 - - -
5LL 700 All - 11 3 20 -7 - 7% - B 2 - - -
5LLL 850 / 500*2 All U3+ 16 3 18 -5 - 6% / 6%*2 - B 3 - - -
5M 700 All - 11 2 21 -7 - 7% - B 2 - - -
5H 850 / 400,100,500 All U1 17 6 22 -7 - 12% / 8%,1%,8% - B 4 - - -
5S 500 All - 13 - Total 26 -5 - 6% - P1 2 - - -
2L 400 All - 7 3 12 -3 - 5% - B 1 - - -
2M 700 Low - 13 2 23 -9 - 7% - F 2 - - -
2H 850 / 1000 All U1+ 14 3 28 -11 4-16 Head 12% - B 4 - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 - - -
6H 750 Low - 15 3 18 -5 - 12% - F 3 - - -
3H 750 All - 19~28 3 23 -10 4-21~30 Head, 7-21~30 Projectiles 12% - B 4 - - -
j.L 400 High - 7 3 - - - 5% - H 1 - - -
j.M 700 High - 12 3 - - - 7% - H 2 - - -
j.H 850 / 1000 High D1+ 14 3 - - - 12% - H 3 - - -
j.S 500 All - 15 - Total 27 - - 6% - P1 2 - - -
j.2H 850 All U1 15 3 - - - 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.
Death Chaser
236L/M/H
1280 High - 24 5 21 -4 ~ -1 - 12% / 12%*2,0% - H 3 - - -
1490 High D1 27 7 26 +1 ~ +5 - 12% / 12%*2,0% / 12%*3 - H 3 - - -
1630 High D1 24 5 37 +2 ~ +5 - -50% - H 3 - - -
Death Chaser (Air)
j.236L/M/H
1120 High - 20 Until L 28 -6 ~ -1 - 12% / 12%*2,0% - H 3 - - -
1330 High D1 27 Until L 23 +1 ~ +5 - 12% / 12%*2,0% / 12%*3 - H 3 - - -
1470 High D1 20 Until L 22 ±0 ~ +5 - -50% - H 3 - - -
Death Breaker
214L/M/H
900 All - 10 8 47 -43 1-13 Head 8% - B 3 - - -
950 All - 18 10 46 -44 1-21 All 8% - B 3 - - -
1000 All - 10 10 46 -44 1-13 All -50% - B 3 - - -
Death Breaker (Air)
j.214L/M/H
900 All - 10 8 46 - 1-13 Head 8% - H 3 - - -
950 All - 14 10 46 - 1-17 All 8% - H 3 - - -
1000 All - 10 10 36 - 1-13 All -50% - H 3 - - -
Death Breaker Followup
214X > L/M/H
500 - D1 22 [24] - - - - 8% - - 3 - - -
500 - D1 22 [24] - - - - 8% - - 3 - - -
600, 900 - D1 22 [24] - - - - -50% - - 0 - - -
H Death Breaker Followup
214H > H
600, 900, 900 - D1 22 [24] - - - - -50% - - 0 - - -
Death Flash
236S
270*5 All - 23 25 21 -7 - 2.4%*5 - P2 3 - - -
Death Flash (Air)
j.236S
270*5 All - 23 25 30 - - 2.4%*5 - P2 3 - - -
Death Shaker
214S
1000 Low - 22 5 31 -14 - 12% - P 3 - - -

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
Death Breaker
800 All - 27 10 - +26 starting frame 10 0% - B 3 - - -
Assist B 800 All - 41 6 - +29 Head/Projectile starting frame 17 0% - B 3 - - -
Assist C 200*5, 400 All - 36 [23] 25 - +30-32 - 0% - P2 3 - - -

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.
Death Crasher
236LM or 236HS
2420 All UDV 10+4~9 8 37 -27 10=>17-22 All -100% - B 4 - - -
Death Drop
j.236LM or j.236HS
800, 1200 High UDV 9+4 Until L - -26 ~ -21 9-? All -100 - H 4 - - -
Atomic Supernova (Catch)
214LM or 214HS
4020 Throw - 1 42 Total 71 - 1-42 Strike, Projectiles Guard -300% - - - - - -
Atomic Supernova (Attack) 4770 Throw UDV 13 1 29 - 1-19 All - - H - - - -
Atomic Supernova (Air)
j.214LM or j.214HS
4770 Throw UDV 10+3 - Until L - 1-23 All -300% - H - - - -

Sources

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