DBFZ/Gotenks/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 - 10 3 18 -5 - 7 - B - 15 18 18
5LLL 1000 All U3+ 14 (22 if 5LL whiffed) 9 25 0 (in air) - 12 - B - 26 Launch 34
2L 400 Low - 7 3 13 -4 - 5 - F - 11 16 16
5M 700 All - 9 6 16 -6 - 7 - B - 15 18 18
2M 700 Low - 11 6 17 -7 - 7 - F - 15 Launch 23
6M 850 High - 24 6 4+6L - - 12 - B - 15 18 23
5H 850 [1275] All U1 13 [40] 6 18 -8 [+1] - 12 - B - 15 Launch 23 / 39
  • Values in [] are for max charge
2H 850 All U1+ 14 7 25+L -16 4-16 Head 12 - B - 15 Launch 23 / 39
5S 350*1~4 All - 14 - 25 -4 - 6 - P1 - 21 24 26
j.L 300*3 High [All] - 7 1(3)1(3)1 - - - 2*3 - H - 11 16 16
j.M 700 High - 9 3 - - - 7 - H - 15 18 18
j.H 850 [1000] High D1+ 13 6 - - - 12 - H - 15 18 60 / 60 (slide)
j.2H 850 All U1+ 13 4 - - - 12 - H - 15 Launch 20 / 39
j.S 600 All - 15 - Total 32+3L - - 6 - P1 - 21 24 26
j.6S


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.
Miracle Super Punch
236L 100*4 All - 9 [2(2)]*3, 2 16 -2 - - - B - 15 18 18
[236L] 100*8 All - 9 [2(2)]*7, 2 16 -2 - - - B - 15 18 18
236M 50*8 All - 9 [2(2)]*7, 2 12 whiff ~ +3 - - - B - 15 Launch 18
[236M] 50*16 All - 9 [2(2)]*15, 2 12 [16] whiff ~ +3 - - - B - 15 18 18
236H 50*8 All - 9 [2(2)]*7, 2 12 +1 - -100 - B - 15 18 18
[236H] 50*18 All - 9 [2(2)]*17, 2 12 +1 - -100 - B - 15 18 18
Great Special Rolling Kick
214L 40*7, 600 All - 10 14 (8) 2 19 -5 10-23 P1 - - B - 15 Launch -
214M 40*11, 800 All U1+ 10 22 (8) 2 18 (airborne) 10-31 P1 - - H - 15 Launch -
214H 40*11, 800 All U1+ 10 56 (8) 2 18 -4 (airborne) 10-55 P1 -100 - H - 15 Launch -
j.214L 40*7, 500 All - 8 Until Landing (8) 2 19 -5 8-Landing P1 - - H - 15 Launch -
j.214M 40*11, 600 All U1+ 8 22 (8) 2 18 -4 (airborne) 8-29 P1 - - H - 15 Launch -
j.214H 40*11, 600 All U1+ 8 83 (8) 2 18 -4 (airborne) 8-90 P1 -100 - H - 15 Launch -
Vengeful Shout
236S 262*5 All - 17 25 20+L -16+L - - - P2 - - Launch -
j.236S 262*5 All - 17 25 21 - - - - P2 - - Launch -
Galactic Donuts
214S 600*2 All U2 29 1 (29) 1 3 +5 - - - P2 - - Launch -
DIE DIE Missile Barrage
j.214S 130*12 All - 12 [1(5)] *11, 1 36+5L - - - - P1 - - Launch -

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
Galactic Donuts
450*2 All - 48 1(30)1 - +46 - - - - - +46 - -
Assist B - - - 26 - - +40 - - - - - +31 - -
Assist C 200, 140*4, 280 All - 33 [20] - - +30 - - - - - - - -

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.
Super Ghost Kamikaze Attack
236LM 400*6 All - 9+4 [1(9)] *6 - -30 - - - Projectile Lvl 2 - - - -
236HS 600*4 All - - - 57 Total +20 (per Ghost) - - - P2 - 20 Launch 23
Charging Ultra Volleyball
214LM
or 214HS
3930 All - 9+3 - - -30 [+34] - - - Projectile Lvl 2.5? - - - -

Beats lvl 2 projectiles, but loses to lvl 3s

Sources

http://www.mediafire.com/file/w3968a8930sdch1/Gotenks%20Hitboxes.mkv (rec. May 28, 2018)

Navigation

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