DBFZ/Goku/Frame Data

From Dustloop Wiki
< DBFZ‎ | Goku
Jump to navigation Jump to search

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 13 -4 - 5 - B - 11 16 16
5LL 700 All - 10 3 18 -5 - 7 - B - 15 Launch 19
5LLL 1000 All U3+ 15 3 26 -4 - 12 - B - 23 Launch 34
2L 400 All - 6 2 14 -4 - 5 - F - 11 17 17
5M 700 All - 9 3 18 -5 - 7 - B - 15 19 19
2M 700 Low - 10 6 21 -11 - 7 - F - 15 Launch 23
6M 850 High - 24 6 4+6L 0 - 12 - B - 15 19 23
5H 850 All U1 14 4 20 -8 - 12 - B - 15 Launch 23 / 39
2H 850 All U1+ 14 3 30 -17 4-15 Head 12 - B - 15 Launch 23 / 39
5S 300*6 All - 13 - 25 -4 - 6*6 - P1 - 21 24 26
2S 600 All - 17 - 29 -8 - 6 - P1 - 21 Launch 26
2SS 600 All - 15 - 29 -8 - 6 - P1 - 21 Launch 26
2SSS 1000 High D1 21 Until Landing 18 -6 - 12 - H - 15 Launch -
j.L 400 High - 6 3 - - - 5 - H - 11 17 17
j.M 700 High - 10 3 - - - 7 - H - 15 19 19
j.H 850 / 1000 High D1+ 13 4 - - - 12 - H - 15 19 -
j.2H 850 High U1+ 11 4 - - - 12 - H - 15 Launch 23 / 39
j.S 600 All - 12 - - - - 6 - 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.
Heavy Elbow
236L/M/H
900 All - 10 6 19 -5 (forced) - 12 - B - 15 19 19
1100 All U1+ 28 8 20 -5 (forced) 4-11 All 12 - B - - Launch -
1300 All U1+ 19 10 20 -5 (forced) 4-11 All -100 - B - - Launch -
Heavy Elbow (Air)
j.236L/M/H
900 All - 10 6 19 - - 12 - H - 15 19 19
1100 All U1+ 28 8 20 - 4-11 All 12 - H - - Launch -
1300 All U1+ 18 10 20 - 4-11 All -100 - H - - Launch -
Back Throw
214L/M/H
700 Throw U2 20 1 25 - - 12 - T - - Launch -
700, 850 Throw D1, U2 24-31 1 25 - - 12 / 12,12 - T - - Launch -
700, 1000 Throw U1+ 24-31 1 19 - - -100 - T - - Launch -
Kamehameha
236S
1000 All - 18 17 18 -9 (forced) - 12 - P2 - 22+9 Launch -
Kamehameha (Air)
j.236S
1000 All - 18 17 27 - - 12 - P2 - 22+9 Launch -
Everyone, Lend Me Your Energy!
214S
- - - - - Total: 41~94 - - 36.5~45 - - - - - -
Spirit Bomb
Energy > 214S (Lv 1/2/3)
1000 / 0,50*18,1200 All U2+ 21 - 33-50 -1 - 12 / 12,2.5*19 - P2 - - - -
1000 / 0,60*24,1200 All U2+ 21 - 33-50 -1 - 12 / 12,2.5*25 - P2 - - - -
1000 / 0,70*30,1200 All U2+ 21 - 33-50 -1 - 12 / 12,2.5*31 - P2 - - - -

Z Assist

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
5LLL
800 All - 29 3 48 +37 - - - B - 37 Launch 55
Assist B - - - 19 25 - - - - - - - - - -
Assist C 800, 280 - - 34, 21 17 - 32 - - - - - 32 - -

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.
Kaioken
236LM or 236HS
- - - 9+0 - - - 5-9 All -100 - - - - - -
5L Followup 600 All UDV 13 - - -29 (forced) - 0 - - - - - -
2L Followup 600 High UDV 25 - - -34 (forced) - 0 - - - - - -
5M Followup 600 All UDV 28 - - -34 (forced) 5-23 All 0 - - - - - -
2M Followup 600 Low UDV 15 10 - -34 (forced) [-33] - 0 - - - - - -
5H Followup 700 Throw UDV 33 - - - - 0 - T - - - -
5S Followup 650 All UDV 9 - - -31 - 0 - P2 - - - -
2S Followup 650 All UDV 9 - - -34 - 0 - P2 - - - -
LM Followup 600, 1800 All UDV 19 - - -36 1-22 All 0 - P2 - - - -
HS Followup
Lv 1/2
250*15 [250*14] All UDV 1+3 - Total 9+124 -40 1-11 All -100 - P2 - - - -
250*20 All UDV 1+1 - - -42 1-9 All -100 - P2 - - - -
Super Spirit Bomb
214LM or 214HS
60*N, 5200 All UDV 7+1 - - -11 1-61 All -300 - P3 - - - -
Super Spirit Bomb (Air)
j.214LM or j.214HS
60*N, 5200 All UDV 7+1 - - -11 1-61 All -300 - P3 - - - -
Super Spirit Bomb damage
Hit Count Raw (First hit applies scaling) Minimum
1 5200 1872
2 60, 4680 12, 1872
3 - 16 60, 54*1-14, 4680 12*14-15, 1872
17 - 31 60, 54*14, 36*1-15, 4185 12*15, 8*1-15, 1767
32 - 60 60, 54*14, 36*15, 18*1-29, 4005 12*15, 8*15, 4*1-29, 1691
61+ 60, 54*14, 36*15, 18*29, 9*1+, 3960 12*15, 8*15, 4*29, 2*1+, 1672
DBFZ Goku SpiritBombDamage.png


Sources

Navigation

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