DBFZ/Frame Data

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How to Read Frame Data[edit]

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data[edit]

DBFZ Android 16 Icon.png DBFZ Android 17 Icon.png DBFZ Android 18 Icon.png DBFZ Android 21 Icon.png DBFZ Bardock Icon.png DBFZ Beerus Icon.png DBFZ Broly Icon.png DBFZ DBS Broly Icon.png

DBFZ Captain Ginyu Icon.png DBFZ Cell Icon.png DBFZ Cooler Icon.png DBFZ Frieza Icon.png DBFZ SSB Gogeta Icon.png DBFZ Teen Gohan Icon.png DBFZ Adult Gohan Icon.png DBFZ Goku Icon.png

DBFZ SS Goku Icon.png DBFZ SSB Goku Icon.png DBFZ UI Goku Icon.png DBFZ GT Goku Icon.png DBFZ Goku Black Icon.png DBFZ Gotenks Icon.png DBFZ Hit Icon.png DBFZ Janemba Icon.png

DBFZ Jiren Icon.png DBFZ Kefla Icon.png DBFZ Kid Buu Icon.png DBFZ Krillin Icon.png DBFZ Majin Buu Icon.png DBFZ Nappa Icon.png DBFZ Piccolo Icon.png DBFZ Tien Icon.png

DBFZ Trunks Icon.png DBFZ Vegeta Icon.png DBFZ SS Vegeta Icon.png DBFZ SSB Vegeta Icon.png DBFZ SSB Vegito Icon.png DBFZ Videl Icon.png DBFZ Yamcha Icon.png DBFZ Fused Zamasu Icon.png

Character Comparisons[edit]

Whiff Vanish[edit]

Vanish (Attack)'s hitbox has a consistent minimum height accross every character (beside one that will be noted below), and during a normal ground bounce, there's a 1F to 2F window right before the character leaves the ground again where their hurtbox is extremely low to the ground.

This means that it is possible to use Vanish against some ground bounced opponents, whiff it, and continue with the combo like a Vanish (No Attack).

List of characters that can be Whiff Vanished: Android 17, Android 18, Android 21, Beerus, Frieza, Gohan (Teen), Gohan (Adult), Goku (GT), Hit, Kefla, Kid Buu, Krillin, Trunks, Vegito (SSGSS), Zamasu (Fused).

List of characters that can perform Whiff Vanish: Everyone except Majin Buu, as his Vanish (Attack) is the only one with lower hitbox.

System Data[edit]

Movement Values[edit]

Jump
4f prejump, airborne on frame 5, throw invulnerable 1-4, can be canceled with Specials and Supers
Normals available from frame 6
Airdash available from frame 8
Double jump available from frame 9
Super jump's visual effect won't appear if an attack is performed on frame 6
Forward dash
Total animation: 22~82f
Jump available from from frame 1
Can block from frame 1
Attacks available from frame 5
Backdash
15f total animation, fully throw invulnerable
Airdash forward
10f total animation
Attacks available from frame 7
Airdash backward
15f total animation, throw invulnerable 1-15
Attacks available from frame 7, the 15f of throw invul extends to canceled attacks
Generic landing recovery
The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents
Can block from frame 1
Attacks and forward dash available from frame 2
Other movement options available from frame 4
Added landing recovery
Full recovery that cannot be canceled early, but can still tech Dragon Rush
If multiple attacks with landing recovery were performed, the highest value will be used
Air blocking removes landing recovery
Most attacks that remove landing recovery do so the moment they're performed
Mid-attack landing recovery
Some aerial attacks only receive landing recovery if the character lands before it finishes recovery
This type of landing recovery overrides typical added landing recovery, and is cancelable into Supers, Meteors.
If these attacks finished recovery on the frame right before landing, the character will not experience any landing recovery, including generic landing recovery
Air Recovery
20f total animation, fully invulnerable
Throw invulnerable 8f after teching
Dragon Rush clash will force a back tech
Ground Recovery
Up, back, forward tech: Total animation 21f, full invul
Get up in place: Total animation 15f, full invul
Throw invulnerable 8f after teching or get up in place
Soft knockdown
Auto recovers the moment they touch the ground
Holding GG2.png before touching the ground will lay down for 34f, can still choose recovery options afterward
Continue holding GG2.png will lay down for another 4f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
Sliding knockdown
Can be hit OTG for #f after touching the ground (# vary between moves)
Lies down for the next 11f, then can choose recovery options
Holding GG2.png will lay down for another 6f, then for the next 31f can choose to get up in place at anytime, but cannot use other recovery options
Hard knockdown
Can't be hit OTG, can't choose recovery options and is forced to get up in place immediately
Generic hard knockdown lays down for 34f before getting up
Bounce effects
Bounce effects' animations are included in total amount of untech time, however, if untech runs out in the middle of these effects, the opponent can't tech until after the animation has finished
Wall splat/bounce: sticks to the wall for 6f before bouncing out
Ground bounce: sticks to the ground for 5f before bouncing up, can be hit OTG, the last 2f has really low hurtbox
Attacks that put grounded opponent in a sliding or ground bounce state eats up the first 1f of slide/ground bounce, e.g. ground bounce animation is now only 4f.

Dragon Rush[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Dragon Rush
L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
2.5%*5~8, 74.75%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
- - B Throw U1+
[UDV]
{UDV}
19 9 24 - 0 - Launch 18
[60]
{60}
-
  • Green flash appears on frame 7
  • Holding L/M/H/S increases the amount of hits
  • Values in [ ] are when the opponent is in hitstun or untechable time
  • Values in { } are Forced Switch version
  • Fixed hitstun
Air Dragon Rush
j.L+M
120*5~8, 800, 300
[120*5~8, 500]
{120*5~8, 1000}
2.5%*5~8, 74.75%
[2.5%*5~8, 4%]
{2.5%*5~8, 4%}
- - H Throw U1+
[UDV]
{UDV}
19 9 28+3L - 0 - Launch 18
[60 + Slide 29]
{60}
-
  • Removes all landing recovery on hit

Vanish[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Vanish (Attack)
M+H (Air OK)
850 -100% - - H All U2 7+9 [7+0] 3 23 +2 3 16 Launch 25 / 59 + WBounce -
  • Sides switches and becomes airborne during super freeze
  • Removes all other added landing recovery
  • Values in [ ] are when the opponent is in hitstun or untechable time
  • Smash if it's inputted during: 10F of strike hitstun/untech, or 15F of projectile total hitstun/untech + hitstop that only affects defender
  • Minimum damage: 170
Vanish (No Attack)
[M+H] during Sparking (Air OK)
- -100% - - - - - 7+4 [7+0] - Total 11 [Total 7] -11 [+11] - - - - -
  • Can only be performed once per combo, attempting to do this again will get normal Vanish
  • While the opponent is in any hitstun, beside the character performing hold Vanish and their attacks, everything else will be frozen from the super freeze until 11F after hold Vanish' recovery, unless the opponent gets hit during this period

Super Dash[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Super Dash
H+S (Air OK)
300 8% - - H All - 21 - 5 (See note) ±0 2 5 Launch 18 -
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank: 21f; Fullscreen: 34f
  • Ground version becomes airborne on frame 5
  • Removes all other added landing recovery
  • Recovery: On block: 5; On hit: 0; On clash with another Super Dash: 10; On whiff at some angles or clash with anything else: 0+10L; On whiff at some angles: 0; On block by Android barriers: 5+10L

Ki Charge[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ki Charge
L+S
- 28.5~700% - - - - - 15 34~279 7 - - - - - -
  • Gains Ki at an increasing rate during active
  • Cancelable into Super Dash from frame 30 till the first frame of recovery
  • Can be done and held even at 7 Ki Gauges
  • Charge time (not counting recovery) to gain 1 Ki Gauge: 91F, 2 Ki: 127F, 3 Ki: 156F, 4 Ki: 180F, 5 Ki: 201F, 6 Ki: 220F, 7 Ki: 236F

Sparking Blast[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Sparking Blast
L+M+H+S (Air OK)
0 0% - - P3 All - 7+0 [4+0] 0 20 -1 - 15+2 Launch 18+2 {60+2 + GBounce} -
  • Removes all added landing recovery
  • Character becomes airborne
  • Values in [ ] are when canceled into from an attack
  • Values in { } are when the opponent is in hitstun or untechable time
  • Fixed hitstun

Z Reflect[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Z Reflect
4S
- 7.5%+ - - - - - 1 22 17 - - - - - -
  • Invul through all blockable attacks except Sparking Blast
  • Removes residue throw invul like the 8f after exiting blockstun, hitstun etc.
  • Successful reflect's recovery is throw invul and automatically reflects all further attack, including Sparking Blast
  • Ki gain on reflecting Strike: 17.5 first hit, 5 every next hit. Ki Blasts: 12.5, other projectiles: 7.5, consecutive reflected projectiles don't give extra Ki
  • Hitstop 4F

Guard Cancel[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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Guard Cancel Change
6A1/A2 while in blockstun
300 -100% - - H All UDV 2+20 - Until L+10 (See note) -28 2 5 Launch 28 -
  • If buffered during hitstop, gains full invul right away, but the attack only comes out after hitstop ends
  • Hitbox doesn't become active until it gets very close to the opponent
  • Startup: Point blank with back against the corner: 22f; Point blank midscreen: 22~24f due to hitbox differences
  • Recovery: On block: Until L+10; On hit: Until L; On whiff: 0+10L
  • On hit, can only cancel into Vanish
Guard Cancel
6A1/A2 while in blockstun
700 -100% - - B All - 1+15 3 25 -12 2 15 Launch 18 -
  • Stays grounded, teleports to the opponent's back during the super freeze
  • For most of the cast, uses hitbox and hurtbox of 5H

Attack Level[edit]

Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun

Navigation[edit]

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System Explanations

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