DBFZ/DBS Broly/Frame Data

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System Data[edit]


Normal Moves[edit]

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

Special Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Raging Quake
236L 100,100,800 / 100,100,300 / 0,600,400 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P All U1+ 12 3,2 Total 45 -5 3 - - - -
236M 100,100,800 / 100,100,300 / 0,700,400 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P All U1+ 17 4,2 Total 51 -5 3 - - - -
236H 100,800,1200 / 100,800,1200 / 0,800,1200 -50% - B*2, P All U1+ 12 3,2 - -5 3 - - - -
j.236L 100,100,800 / 100,100,300 / 0,600,400 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P All U1+ 13 - - -5 3 - - - -
j.236M 100,100,800 / 100,100,300 / 0,700,400 1%,5%,6% / 1%,1%,1% / 1%,5%,6% - B*2, P All U1+ 17 - - -5 3 - - - -
j.236H 100,800,1200 / 100,800,1200 / 0,800,1200 -50% - B*2, P All U1+ 13 - - -5 3 - - - -
Gigantic Fury
214L 0,200*3 / 0,400,300*3,500 1%*3 / 6%*5 - B Throw U1+ 24 1 21 - - - - - -
214M 0,200*3 / 0,400,300*3,500 1%*3 / 6%*5 - B Throw U1+ 12 3 23 - - - - - 4-14 Head
214H 0,500*3 / 0,400*3,200*2,500 -50% - B Throw U1+ 24 [12] 1 [3] 21 [23] - - - - - 1-24 [1-14] Head
Eraser Blow
236S 300,1100 / 0,1100 / 0,700,900 6%*2 / 0%,6% / 0%,6%*2 - B, P2 All D1 17 1(2)X Total 46 -5 3 - - - 4-21 Armor
Gigantic Heave
214S 300*2, 50*7, 300 3%*2, 0.5%*7, 6% - B Throw U1+ 16 5 16 - - - - - -

Z Assists[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A 800 0% - P All - 36 3, 3, 3, 3 - +23 - - Launch - -
Assist B 800 0% - P2 All - 26 - - +21 - - - - -
Assist C 800, 400 0% - P2 All - 41 [21] - - +32 - - - - -

Super Moves[edit]

Version Damage 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Gigantic Charge
236L+M 800, 2000 -100% - B All UDV 9+4 4 62 -50 - - - - 9-16~26 All
Gigantic Impact
j.236L+M 850*3 -100% - H All - 9+4 16 37L; 44+7L - - - - - 9 All 10-? Guard All
Omega Blaster
Gigantic Impact > L+M 550*6 -100% - P All UDV 5+3 - - - - - - - 1-19 All
Meteor Shower
236H+S 1800, 100*31, 300*19 -100% - P All UDV 9+2 38,X Total 94+25L -50 - - - - 1-12, 92-95 All
j.236H+S 1800, 100*31, 300*19 -100% - P All UDV 9+2 38,X Total 94+25L -50 - - - - 1-12, 92-95 All
Gigantic Roar
214L+M
or 214H+S
801, 235*15 -300% - B All UDV 10+3 10 31 -25 - - - - 1-22 All

Z Combo Table[edit]

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[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/DBS Broly/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc