DBFZ/Goku Black/Frame Data

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System Data[edit]


Normal Moves[edit]

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 4 10 -2 - 5 - B - - - -
5LL 700 All - 11 3 15 -5 - 7 - B - - - -
5LLL 1000 All U3+ 14 6 15 -5 - 12 - B - - - -
2L 400 All - 8 3 15 -5 - 5 - F - - - -
5M 700 All - 10 3 18 -5 - 7 - B - - - -
2M 700 Low - 11 3 17 -4 - 7 - F - - - -
6M 700 All - 24 6 10 0 - 12 - B - - - -
5H 850 All U1 14 3 23 -10 - 12 - B - - - -
2H 850 All U1+ 18 3 28 -15 - 12 - B - - - -
5S 850 [600] All - 13 1 27 -12/+13/-3 - 12 - B/P1 - - - -

Frame advantage is if strike hits; advantage improves with distance

j.L 400 High - 6 3 12 - - 5 - H - - - -
j.M 700 High - 9 3 15 - - 7 - H - - - -
j.H 850 [1000] High D1+ 13 3 18 - - 12 - H - - - -
j.2H 850 All U1+ 13 3 24 - - 12 - H - - - -
j.S 600 All - 13 1 20 - - 6 - P1 - - - -

Special Moves[edit]

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.
God Slicer
236L 250, 800 All - 13 0 (13) 4 23 -4 - - - P1, B - - Launch -

Frame advantage is for final strike

236M 200*4, 800 All D1 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 -5 at best - - - P1*4, B - - Launch -

Frame advantage is for final strike

236H 200*4, 1000 All D1 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 -5 at best - -100 - P1*4, B - - Launch -

Frame advantage is for final strike

j.236L 250, 800 All - 13 1 (13) 4 23 - - - - P1, B - - Launch -
j.236M 200*4, 800 All D1 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 - - - - P1*4, B - - Launch -
j.236H 200*4, 1000 All D1 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 - - -100 - P1*4, B - - Launch -
Instant Transmission
214L - - - Teleport 19, Appear 26 - 3 (28 Total) - 19-25 Full - - - - - - -

Teleport frames 19-25

214M - - - Teleport 19, Appear 26 - 3 (28 Total) - 19-25 Full - - - - - - -

Teleport frames 19-25

214H - - - Teleport 19, Appear 26 - 3 (28 Total) - 19-25 Full - - - - - - -

Teleport frames 19-25

Fierce God Kick
j.214L 700 All - 14 Until Landing (2f minimum) 19 -2~-6 - - - H - - - -

Remains active until Goku Black lands

j.214M 400, 600 All U1 18 Until Landing (2f minimum) 19 -2~-6 - - - H - - - -

Remains active until Goku Black lands

j.214H 400, 1000 All U1+ 14 Until Landing (2f minimum) 19 -2~-6 - -100 - H - - - -

Remains active until Goku Black lands

Black Kamehameha
236S 262*5 All - 18 25 19 -14 - - - P2 - - - -
Binding Black Kamehameha
214S 310*5 [262*3] Throw [All] U2 31 1 (7) 17 19 -13 - - - T, P2 - - - -

Z Assists[edit]

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 200*5 All - 35 25 - +30 - - - P2 - 15+2*5 Launch -
Assist B - - - 21 - - +29 - - - - - 29 - -
Assist C - - - - - - - - - - - - - - -

Super Moves[edit]

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.
God Slicer Dance
236LM 50*18, 1600~2000 All UDV 9+4 26 50 -24 9-21 Full -100 - P3 - - Launch -
j.236LM 50*18, 1600~2000 All UDV 9+4 26 56 -30 9-21 Full -100 - P3 - - Launch -
Holy Light Grenade
236HS 1000, 1600 All UDV 9+4 16, 23 29 -30 9-15 Full -100 - P3 - - Launch -
j.236HS 1000, 1600 All UDV 9+4 Until Landing, 23 29 -33 9-15 Full -100 - P3 - - Launch -
The Work of a God
214LM
or 214HS
4015 All UDV 9+3 30 41 -38 1-17 Full -300 - P3 - - Launch -
j.214LM
or j.214HS
4015 All UDV 9+3 30 33 -30 1-17 Full -300 - P3 - - Launch -

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
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]

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Navigation[edit]

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