DBFZ/DBS Broly/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

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 500 All - 10 4 19 -7 - 7% - B 2 - - -
5LL 700 / 0,700 All - 15 1 26 -11 - 7% / 12% - B 2 - - -
5LLL 400, 100, 500 - U3+ 1 - - - - 0%, 1%, 12% - - - - - -
5M 700 All - 15 4 23 -11 - 7% - B 2 - - -
5H 850[1150] / 1000[1300] All U1 15~38 7 31 -16 10-21~44 Strike Armor 12% - B 4 - - -
  • Active on frame 4 after releasing H
  • Values in [ ] are on frame 36-38
5S 300*5 All - 15 X{(10)X}*4 27 -7 - 6%*5 - P1 - - - -
2L 500 All - 6 4 20 -8 - 7% - B 1 - - -
2M 700 [500] Low - 14 [21] 4 19 -7 - 7% [5%] - B 2 - - -
2H 850 / 1000 All U1+ 17 3 27 -14 4-19 Head 12% - B 4 - - -
2S 900 All - 28 - Total 71 -18 - 7% - P2 - - - -
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
6H 1300 Throw U2 28 1 33 - - 12% - B - - - -
j.L 500 High - 8 6 11 - - 7% - H 2 - - -
j.M 700 High - 11 4 14 - - 7% - H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 15 5 19 - - 12% - H 3 - - -
j.H 850 / 1000 High D1+ 15 5 19 - - 12% - H 3 - - -
j.S 100*2, 300, 700 All - 13 12,2,Until ground, Total 65+10L - - 1%*2, 5%*2 - P2 - - - -
j.2H 850 Throw U2 13 3 32+7L - - 12% - H - - - -

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.
Raging Quake
236L/M/H
100,100,800 / 100,100,300 / 0,600,400 All U1+ 12 3,2 Total 45 -5 - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P 3 - - -
100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 4,2 Total 51 -5 - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P 3 - - -
100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 12 3,2 - -5 - -50% - B*2, P 3 - - -
Raging Quake (Air)
j.236L/M/H
100,100,800 / 100,100,300 / 0,600,400 All U1+ 13 - - -5 - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P 3 - - -
100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 - - -5 - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P 3 - - -
100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 13 - - -5 - -50% - B*2, P 3 - - -
Gigantic Fury
214L/M/H
0,200*3 / 0,400,300*3,500 Throw U1+ 24 1 21 - - 1%*3 / 6%*5 - B - - - -
0,200*3 / 0,400,300*3,500 Throw U1+ 12 3 23 - 4-14 Head 1%*3 / 6%*5 - B - - - -
0,500*3 / 0,400*3,200*2,500 Throw U1+ 24 [12] 1 [3] 21 [23] - 1-24 [1-14] Head -50% - B - - - -
Eraser Blow
236S
300,1100 / 0,1100 / 0,700,900 All D1 17 1(2)X Total 46 -5 4-21 Armor 6%*2 / 0%,6% / 0%,6%*2 - B, P2 3 - - -
Gigantic Heave
214S
300*2, 50*7, 300 Throw U1+ 16 5 16 - - 3%*2, 0.5%*7, 6% - B - - - -

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 800 All - 36 3, 3, 3, 3 - +23 - 0% - P - - Launch -
Assist B 800 All - 26 - - +21 - 0% - P2 - - - -
Assist C 800, 400 All - 41 [21] - - +32 - 0% - P2 - - - -

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.
Gigantic Charge
236L+M
800, 2000 All UDV 9+4 4 62 -50 9-16~26 All -100% - B - - - -
Gigantic Impact
j.236L+M
850*3 All - 9+4 16 37L; 44+7L - 9 All 10-? Guard All -100% - H - - - -
Omega Blaster
Gigantic Impact > L+M
550*6 All UDV 5+3 - - - 1-19 All -100% - P - - - -
Meteor Shower
236H+S
1800, 100*31, 300*19 All UDV 9+2 38,X Total 94+25L -50 1-12, 92-95 All -100% - P - - - -
Meteor Shower (Air)
j.236H+S
1800, 100*31, 300*19 All UDV 9+2 38,X Total 94+25L -50 1-12, 92-95 All -100% - P - - - -
Gigantic Roar
214L+M or 214H+S
801, 235*15 All UDV 10+3 10 31 -25 1-22 All -300% - B - - - -

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 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[2] 5L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5M - 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
2M[4] - 5M, 2M[+], 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 - - 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 - - - j.S Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • 2M can only be done 2 times when cancelling from or to 5M
For example, 5M > 2MM and 2MM > 5M work, but 2MMMM > 5M will not
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out 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

Navigation

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