DBFZ/GT Goku/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 12 -3 - 11 16 16 -
5LL 180*4 2*4 - B2 All - 10 2(2)2(2)2(2)2 18 -4 - 15 - - -
5LLL 1000 12 - B6 Throw U3+ 11 1 20 (whiff) - - - Launch 39 -
5M 700 7 - B2 All - 10 4 22 -7 - 18 - - -
5H 850 / 1000 12 - B4 All U1 13 5 19 -8 - 15 Launch 22 / -
5S 750 12 - B3 All U1+ 20 5 20 -5 - 19 Launch / 39 -
2L 400 5 - F1 Low - 7 3 13 -4 - 11 16 - -
2M 700 7 - F2 Low - 10 4 18 -6 - 15 Launch 22 -
2H 850 / 1000 12 - B4 All U1+ 13 3 27 -15 - 15 Launch 22 / 39 -
2S 400 7 - F2 Low - 14 2 15+5L [9 if cancelled into air action] -5 [+1] - 16 Launch - -
6M 850 12 - B3 High - 24 6 10 0 - - - - -
j.L 400 5 - H1 High - 6 4 10 - - - - - -
j.M 700 7 - H2 High - 9 4 14 - - - - - -
j.H 750 12 - H3 High - 11 6 18 - - - - - -
j.S 750 12 - H3 All U1+ 18 3 19 - - - - - -
j.2H 850 / 1000 12 - H3 High D1 18 4 14+5L - - - - - -
j.2S 400 5 - H1 All - 14, Until Landing 2 14 (air), 28 (landing) -2 - - - - -

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.
Dragon Flurry Fist
236L 300 / 300,850 6 / 6*2 - B3 All - 9 6 18 -3 (forced) - 20 Launch - -
236M 300 / 300,100*2,950 6 / 6*4 - B6 All U1+ 16 - - -3 (forced) - - Launch - -
236H 300 / 300,150*4,1000 -100 - B6 All U1+ 9 10 18 -3 (forced) - - Launch - -
j.236L 300 / 300,800 6 / 6*2 - H3 All - 9 6 19 - - - - - -
j.236M 300 / 300,100*2,900 6 / 6*4 - H6 All U1+ 16 10 20 - - - - - -
j.236H 300 / 300,100*4,900 -100 - H6 All U1+ 9 10 20 - - - - - -
Dragon Flash Fist
214L 450, 100*5 1*6 - P2 All - 15 19 20 (air), 26 (ground) -5 - - - - -
214M 500, 100*5 1*6 - P2 All D1 17 19 20 (air), 29 (ground) -5 - - - - -
214H 900, 100*5 -100 - P2 All D1 15-23 - 20 (air), 26 (ground) -5 - - - - -
j.214L 450, 100*5 1*6 - P2 All - 13 19 19 - - - - - -
j.214M 500, 100*5 1*6 - P2 All D1 15 19 19 - - - - - -
j.214H 900, 100*5 -100 - P2 All D1 13-27 19 18 - - - - - -
Kamehameha
236S 262*5 12 - P2 All - 20 [39] 25 21 -16 (point blank) - - - - -
j.236S 262*5 12 - P2 All - 18 25 - - - - - - -
Reverse Kamehameha
214S 700, 500 12*2 - P2, B3 All - 11, 25 3 (blast), 9 (headbutt) 30+15L -4 - - - - -
j.214S 700, 500 12*2 - P2, H3 All - 11, 25 3 (blast), 9 (headbutt) 30+15L -4 - - - - -

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
Kamehameha
200*5 0 - P2 All - 30 25 - 21-32 - - - - -
Assist B - - - - - - 21 - - 32 - 32 - - -
Assist C - - - - - - 60 - - 29 - 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. 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.
Super Kamehameha
236LM
or 236HS
250*10 [300*10] -100 - P3 All UDV 10+4 - - - - - - - -
Dragon Fist Explosion
214LM 4059 [4859] -300 - B4 All UDV 9+3 - - - - - - - -
j.214LM 4059 [4859] -300 - B4 All UDV 9+3 - - - - - - - -
Super Ultra Spirit Bomb
214HS 199*31, 513 -300 - P3 All UDV - - - - - - - - -
j.214HS 199*31, 513 -300 - P3 All UDV - - - - - - - - -

Sources[edit]

Navigation[edit]


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