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| ===Dragon Rush Ki Gain=== | | ===Dragon Rush Ki Gain=== |
| On hit with a Smash! [[DBFZ/Offense#Dragon Rush|Dragon Rush]], the attacker will continuously gain Ki as they chase their opponent down with the automatic Super Dash. However, due to hurtbox differences, they'll reach the defender after a varying amount of frames, resulting in different amount of Ki gain. | | On hit with a Smash! [[DBFZ/Offense#Dragon Rush|Dragon Rush]], the attacker will continuously gain Ki as they chase their opponent down with the automatic Super Dash. However, due to hurtbox differences, they'll reach the defender after a varying amount of frames, resulting in different amounts of Ki gain. |
|
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| {| class="wikitable" style="margin: 1em auto 1em auto; text-align:center;" | | {| class="wikitable" style="margin: 1em auto 1em auto; text-align:center;" |
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| | A17, A18, BDK, YGH, AGH, GTG, GTK, KBU, KRL, ZAM{{Tt|<sup>†</sup>|On air hit against Zamasu (Fused)}} || 94.75% || 49.75% | | | A17, A18, BDK, YGH, AGH, GTG, GTK, KBU, KRL, ZAM{{Tt|<sup>†</sup>|On air hit against Zamasu (Fused)}} || 94.75% || 49.75% |
| |- | | |- |
| | A16, A21, SBR, GNY, FRZ, GTA, GKN, GKU, BGK, KEF, MBU, RSH, NAP, TEN, TNK, VGN, VGT, BVG, VTO, VDL, ZAM{{Tt|<sup>†</sup>|On ground hit against Zamasu (Fused)}} || 92.5% || 47.5% | | | A16, A21, L21, SBR, GNY, FRZ, GTA, GT4, GKN, GKU, BGK, KEF, MBU, RSH, NAP, SB2, TEN, TNK, VGN, VGT, BVG, VTO, VDL, ZAM{{Tt|<sup>†</sup>|On ground hit against Zamasu (Fused)}} || 92.5% || 47.5% |
| |- | | |- |
| | BRS, CEL, GUI, BLK, HIT, JNB, JRN, PIC, YAM || 90.25% || 45.25% | | | BRS, CEL, GUI, BLK, HIT, JNB, JRN, PIC, YAM || 90.25% || 45.25% |
How to Read Frame Data
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
Character Comparisons
Fall Speed
Every character shares the same fall speed in DBFZ, with Majin Buu as the only exception having slower fall speed. This only affects his neutral and his own combos, and doesn't come into play when he's getting hit, ensuring that beside hurtbox differences, there are no combos that only work on Buu due to his unique fall speed. Different fall speed also doesn't affect his frame advantage after using Vanish or Sparking Blast.
Air Time
Characters |
Normal Jump |
High Jump |
High Jump (Holding ) |
High Jump (Holding )
|
Everyone else
|
41F |
55F |
66F |
37F
|
Majin Buu
|
44F |
58F |
73F |
38F
|
Dragon Rush Ki Gain
On hit with a Smash! Dragon Rush, the attacker will continuously gain Ki as they chase their opponent down with the automatic Super Dash. However, due to hurtbox differences, they'll reach the defender after a varying amount of frames, resulting in different amounts of Ki gain.
Performed on |
Total Ki gain at max hold (31 hits) |
Ki gain during Super Dash only
|
A17, A18, BDK, YGH, AGH, GTG, GTK, KBU, KRL, ZAM†On air hit against Zamasu (Fused) |
94.75% |
49.75%
|
A16, A21, L21, SBR, GNY, FRZ, GTA, GT4, GKN, GKU, BGK, KEF, MBU, RSH, NAP, SB2, TEN, TNK, VGN, VGT, BVG, VTO, VDL, ZAM†On ground hit against Zamasu (Fused) |
92.5% |
47.5%
|
BRS, CEL, GUI, BLK, HIT, JNB, JRN, PIC, YAM |
90.25% |
45.25%
|
BRO, CLR |
88% |
43%
|
Which character performs Dragon Rush and Training Mode's position change settings do not affect Ki gain.
For example, if one lands a partial hold Smash! Dragon Rush (27 hits) on Kid Buu, they'll gain 2.5*7 + 25 + 49.75 = 92.25% Ki gauge, but against Cell, they'll only gain 2.5*7 + 25 + 45.25 = 87.75% Ki gauge.
Whiff Vanish
Vanish (Attack)'s hitbox has a consistent minimum height across 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 similar to a Vanish (No Attack).
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).
Characters that can perform Whiff Vanish: Everyone except Majin Buu, as his Vanish (Attack) is the only one with lower hitbox.
System Data
Movement Values
- 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
- High 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
- Air dash forward
- 10f total animation
- Attacks available from frame 7
- Air dash 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 before touching the ground will lay down for 34f, can still choose recovery options afterward
- Continue holding 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 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
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.
|
Ground Dragon Rush L+M
|
120*5~8, 800, 300 [120*5~8, 500] {120*5~8, 1000}
|
Throw
|
U1+ [UDV] {UDV}
|
19
|
9
|
24
|
-
|
-
|
2.5%*5~8, 25%, 47.5% [2.5%*5~8, 4%] {2.5%*5~8, 4%}
|
100%+9
|
B
|
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
- Unaffected by hitstun decay
|
Air Dragon Rush j.L+M
|
120*5~8, 800, 300 [120*5~8, 500] {120*5~8, 1000}
|
Throw
|
U1+ [UDV] {UDV}
|
19
|
9
|
28+3L
|
-
|
-
|
2.5%*5~8, 25%, 47.5% [2.5%*5~8, 4%] {2.5%*5~8, 4%}
|
100%+9
|
H
|
0
|
-
|
Launch
|
18 [60 + Slide 29] {60}
|
- Removes all landing recovery on hit
|
Vanish
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.
|
Vanish (Attack) M+H (Air OK)
|
850
|
All
|
U2
|
7+9 [7+0]
|
3 [1]
|
23 [19]
|
+3
|
4-8 All [4-7 All]
|
-100%
|
100%+5
|
H
|
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)
|
-
|
-
|
-
|
7+4 [7+0]
|
-
|
Total 14 [Total 7]
|
-
|
4-8 All
|
-100%
|
-
|
-
|
-
|
-
|
-
|
-
|
- 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
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.
|
Super Dash H+S (Air OK)
|
300
|
All
|
-
|
21
|
-
|
5 (See note)
|
±0
|
1-Recovery Ki Blasts
|
8%
|
90%+1
|
H
|
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 or clash with anything else at a slight upward angle: 0;
- On whiff or clash with anything else at other angles: 0+10L;
- On block by Android barriers: 5+10L
|
Ki Charge
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.
|
Ki Charge L+S
|
-
|
-
|
-
|
15
|
35~Until max
|
6
|
-
|
1-End Ki Blasts
|
28.5~700%
|
-
|
-
|
-
|
-
|
-
|
-
|
- Gains Ki at an increasing rate during active frames. Ki gain rate stops increasing mid-combo
- Cancelable into Super Dash during active frames starting from frame 30
- In neutral, charge time to reach 1 Ki Gauge: 91F; 2 Ki: 127F; 3 Ki: 156F; 4 Ki: 180F; 5 Ki: 201F; 6 Ki: 220F; 7 Ki: 236F
- Total animation that can be held after reaching 7 Ki gauges: 300F
|
Sparking Blast
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.
|
Sparking Blast L+M+H+S (Air OK)
|
0
|
All
|
-
|
7+0 [4+0]
|
1
|
20
|
±0
|
1-15 All [1-12 All]
|
0%
|
50%+1
|
P3
|
2
|
15+2
|
Launch
|
18+2 {60+2 + GBounce}
|
- Removes all added landing recovery
- Character becomes airborne, thus despite being ±0 on ground block, you're -1 if canceling landing recovery with an attack
- Values in [ ] are when canceled into from an attack
- Values in { } are when the opponent is in hitstun or untechable time
- Unaffected by hitstun decay
|
Z Reflect
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.
|
Z Reflect 4S
|
-
|
-
|
-
|
1
|
22
|
17
|
-
|
1-22 Non-throw
|
7.5%+
|
-
|
-
|
-
|
-
|
-
|
-
|
- 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
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.
|
Guard Cancel Change 6A1/A2 while in blockstun
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300
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All
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UDV
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2+20
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-
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Until L+10 (See note)
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-28
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1-Close All, 1-Recovery Ki Blasts
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-100%
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-
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H
|
2
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5
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Launch
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28
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- Clash level: 4
- 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
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Guard Cancel 6A1/A2 while in blockstun
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700
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All
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-
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1+15
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3
|
25
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-12
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-
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-100%
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-
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B
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2
|
15
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Launch
|
18
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- Clash level: 4
- Stays grounded, teleports to the opponent's back during the super freeze
- For most of the cast, uses hitbox and hurtbox of 5H
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Attack Level
- Air blocking adds 2F of blockstun
- Landing while in blockstun adds an extra 4F of blockstun
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