DBFZ/Fused Zamasu/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. 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.
5L 400 5 - - B All - 6 3 12 -3 - 11 16 16 -
5LL 700 7 - - B All - 9 4 17 -5 - 15 18 18 -
5LLL 1000 12 - - T Throw U3+ 11 1 23 - - - Launch 34 -
2L 400 5 - - F Low - 7 2 14 -4 - 11 16 16 -
5M 700 7 - - B All - 13 4 19 -7 - 15 18 18 -
2M 700 7 - - F Low - 11 3 18 -5 - 15 Launch 23 -
6M 850 12 - - B High - 24 6 4+6 After landing 0 - 16 19 23 -
5H 850 12 - - B All U1 15 4 21 -13 - 15 Launch 23 / 39 -
2H 850 12 - - B All U1+ 17 3 33 -20 - 15 Launch 23 / 39 4- Head
5S 500 6 - - P1 All - 14 - 17 +3 - 21 24 26 -

Whiffs on small characters

j.L 400 5 - - H High - 7 3 12 -3 - 11 16 16 -
j.M 700 7 - - H High - 10 4 15 -3 - 15 18 18 -
j.H 850 [1000] 12 - - H High D1+ 13 3 19 -7 - 15 18 18 -
j.2H 850 [1000] 12 - - H High D1 19 4 16+7L -2 - 15 18 18 -
j.S 400*1~3 6*1~3 - - P1 All - 15 - - - - 21 24 26 -

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. 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.
Eternal Justice
236L 1100 - - - B All - 15 4 15 -3 - 15 Launch 18 -
j.236L 1100 - - - H All - 15 4 15 -3 - 15 Launch 18 -
236M 1200 - - - B All D1 20 4 16 -4 - 15 Launch - -
j.236M 1200 - - - H All D1 21 4 16 -4 - 15 Launch - -
236H 1300 -100 - - B All D1 16 4 15 -3 - 15 Launch - -
j.236H 1300 -100 - - B All D1 16 4 15 -3 - 15 Launch - -
Wall of Light
214L 700*2 - - - P2 All - - 90f after recovery 35 Total +15 - 15 - - -

Total animation 35f, orb hit on frame 126

214M 700*2 - - - P2 All - - 90f after recovery 38 Total +15 - 15 - - -

Total animation 38f, orb hit on frame 219

214H 700*2, 700*2 -100 - - P2 All - - 90f, 180f after recovery 35 Total +15 - 15 - - -

Total animation 35f, 1st orb hit on frame 126, second orb hit on frame 216

Divine Order
236S 900 - - - P2 All U1 18 3 26 -5 - 23 Launch - 18-22 P1
236[S] 1100, 900 / 900 - - - P2 All U1 25 3, 2 32f from projectile -3 - 23 Launch - 25-29 P1
Heaven's Flash
214S - - - - H - - 25 180f flight duration - - - - - - -

26f startup, 204f total / goes into unfly if it runs out (unfly: 10f can't block)

j.214S - - - - H - - 16 180f flight duration - - - - - - -

17f startup, 195f total / goes into unfly if it runs out (unfly: 10f can't block)

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. 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.
Assist A
Divine Order
800 - - - - All - 35 - - +22 - +22 - - -
Assist B 800 - - - - All - 21 - - +29 - +29 - - -
Assist C 800, 400 - - - - All - 45 - - 29 - - - - -

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. 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.
Divine Wrath
236LM 700, 400*3, 800 -100 - - P3 All UDV 7+4 - - -19 - - Launch - -
j.236LM 700, 400*3, 800 -100 - - P3 All UDV 7+4 - - -19 - - Launch - -
Blades of Judgment
236HS (100, 350)*18 -100 - - P1 All UDV 44 100 - - - - Launch - -
j.236HS (100, 350)*18 -100 - - P1 All UDV 44 100 - - - - Launch - -
Lightning of Absolution
214LM
or 214HS
60, 800*6 -300 - - P3 All UDV 13+4 - - -31 - - Launch - -
j.214LM
or j.214HS
60, 800*6 -300 - - P3 All UDV 13+4 - - -31 - - Launch - -

Sources[edit]

Navigation[edit]


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