DBFZ/Frieza/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 400 5 - B1 All - 6 3 13 -4 - - - - -
5LL 700 7 - B2 All - 10 4 16 -6 - - - - -
5LLL 400 / 0,1000 6 / 12 - P1 All U3+ 13 3 23 -5 - - - - -
5M 700 7 - B2 All - 13 5 17 -6 - - - - -
5H 150, 100*8 6, 1*8 - P1 All U1 13 - 46 (from first active frame) -12 - - - - -
5S 300*6 6*6 - P1 All - 11 2 [(11)1*6] 25 - - - - - -
2L 400 5 - F1 Low - 7 3 13 -4 - - - - -
2M 600*2 7*2 - F2 Low - 10 4(10)4 14 -2 - - - - -
2H 850 12 - P1 All - 17 3 31 -19 - - - - -
1S/2S/3S 700 6 - P1 All - 15 1 24 - - - - - -
6M 850 12 - B3 High - 24 6 10 0 - - - - -
j.L 400 5 - H1 High - 7 4 - - - - - - -
j.M 600*2 7*2 - H2 High - 7 2(7)3 - - - - - - -
j.H 850 / 1000 12 - H3 High D1+ 13 5 - - - - - - -
j.S 500*3 4*3 - P1 All - 15 6 - - - - - - -
j.2H 850 / 1000 12 - H3 All D1 18 5 - - - - - - -
j.2S 600 6 - P1 All - 14 - - - - - - - -

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.
Death Slash
236L 1100 12 - P2 All - 14 5 26 -4 - - - - -
236M 1100 12 - P2 All - 18 5 30 -9 - - - - -
236H 1000*2 -50% - P2 All - 14 9 20 -5 - - - - -
You might not survive this time
236S 300,300*4 / 0,400,850 3,3*4 / 3,7,6 - P2 All U2+ 13 - - -20 - - - - -
j.236S 300,300*4 / 0,400,850 3,3*4 / 3,7,6 - P2 All U2+ 13 - - - - - - - -
Death Saucer
214S 700*2, 700*2 6*2, 6*2 - P2 All - 33 - - +2 - - - - -
Warp Smash
22S 900 12 - P1 All - 34 5 31 -3 - - - - 4-19 All

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
Death Slash
800 0 - P2 All - 24 5 58 - - - - - -
Assist B - - - - - - 20 - - 11 - 11 - - -
Assist C - - - - - - 25 - - 32 - 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.
Death Ball
236LM
or 236HS
20*N, 2600 -100 - P3 All UDV 8+4 - - - - - - - -
j.236LM
or j.236HS
20*N, 2600 -100 - P3 All UDV 7+4 - - - - - - - -
Nova Strike
214LM 4200 -300 - B5 High UDV 11+1 - - - - - - - -
j.214LM 4200 -300 - B5 High UDV 11+1 Until Landing - - - - - - -

Additional active frames based on altitude, invul from 1st frame to 6 frames after landing

You must die by my hand!
Knocked Down [HS] 480*10 -300 - P3 All UDV 39+2 45 - - - - - - -
Golden Frieza
214HS - -300 - - - - 34+0 - - - - - - - 1-34 All
Sorbet's Ray Gun
Golden Frieza ends S 1200 -100 - P2 All UDV 8+0 - - - - - - - -

Hits during timestop.

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M (1-2) - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H (1-9) - - 2H 5S, 2S Sp
2H - - - 2S Sp
5S (1-6) - - 5H, 2H 2S Sp
2S - - 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL(1-2) [j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Sp
j.S (1-3) - - j.2H - Sp
j.2S - - j.2H - Sp
Golden Frieza
Ground Z Combo
L M H S Cancel
5L[2LL] 4LL, 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 4LL, 5LLL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL 4LL, 2L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2L[4LL] 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M 5L, 4LL, 2L, 2LL 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M (1-2) 5L, 4LL, 2L, 2LL 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H (1-9) 5L, 4LL, 2L, 2LL 5M, 2M, 6M 2H 5S, 2S Sp
2H 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H 5S, 2S Sp
5S (1-6) 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H, 2H 2S Sp
2S 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL(1-2) [j.4LL, j.M] j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L, j.4LL j.M j.2H j.S, j.2S Sp
j.2H j.L, j.4LL j.M j.H j.S, j.2S Sp
j.S (1-3) j.L, j.4LL j.M j.H, j.2H j.2S Sp
j.2S j.L, j.4LL j.M j.H, j.2H j.S Sp
  • j.LL acts like j.M with better reach, only comes out on air-to-air hit on the point character, and won't come out directly after j.L > j.4LL.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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]

http://www.mediafire.com/file/ub3y734dwku3tp4/Frieza%20Hitboxes.mkv (rec. April 24, 2018)

Turtleon's Frame Data

Navigation[edit]


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