DBFZ/Fused Zamasu/Frame Data

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System Data


Normal Moves

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

Whiffs on small characters

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

Special Moves

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.
Eternal Justice
236L/M/H
1100 All - 15 4 15 -3 - - - B - 15 Launch 18
1200 All D1 20 4 16 -4 - - - B - 15 Launch -
1300 All D1 16 4 15 -3 - -100 - B - 15 Launch -
Eternal Justice (Air)
j.236L/M/H
1100 All - 15 4 15 -3 - - - H - 15 Launch 18
1200 All D1 21 4 16 -4 - - - H - 15 Launch -
1300 All D1 16 4 15 -3 - -100 - B - 15 Launch -
Wall of Light
214L/M/H
700*2 All - - 90f after recovery 35 Total +15 - - - P2 - 15 - -
700*2 All - - 90f after recovery 38 Total +15 - - - P2 - 15 - -
700*2, 700*2 All - - 90f, 180f after recovery 35 Total +15 - -100 - P2 - 15 - -
  • L version Orb hits on frame 126
  • M version Orb hits on frame 219
  • H version 1st Orb hits on frame 126, second Orb hits on frame 219
Divine Order
236S
900 All U1 18 3 26 -5 18-22 P1 - - P2 - 23 Launch -
Divine Order (Charged)
236[S]
1100, 900 / 900 All U1 25 3, 2 32f from projectile -3 25-29 P1 - - P2 - 23 Launch -
Heaven's Flash
214S
- - - 25 180f flight duration - - - - - H - - - -

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

Heaven's Flash (Air)
j.214S
- - - 16 180f flight duration - - - - - H - - - -

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

Z Assists

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

Super Moves

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

Sources

Navigation

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