DBFZ/Hit/Frame Data

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System Data


Normal Attacks

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 1 11 16 16
5LL 700 All - 10 3 18 -5 - 7% - B - - - -
5LLL 350*2, 450 All U3+ 10 3 18 -5 - 12% - B 4 18 Launch 35 / 34
2L 700 High - 20 3 18 -5 - 7% - B 2 15 Tech 22
5M 700 All - 10-14 3 15 -2 - 7% - B 2 15 18 18
2M 700 Low - 27 3 18 -5 - 7% - F 2 15 Launch 22
6M 850 High - 24 7 3+6L ±0 - 12% - B 3 15 18 23
5H 850 / 1000 All U1 15-20 - 21 -7 - 12% - B 4 15 Launch 22 / 39 + WSplat
2H 850 / 1000 All U1+ 13 3 27 -14 4-15 Head 12% - B 4 15 Launch 22 / 39
5S
Catch
- All - 4 15 22 - 3-18 Guard Point - - B - - - -
5S
Attack
850 All U1 - - 10 -7 - - - B - - - -
j.L 400 High - 6 3 12 - - 5% - H 1 11 16 16
j.M 700 High - 9 3 - - - 7% - H 2 15 18 18
j.H 850 / 1000 High D1+ 13 4 - - - 12% - H 3 / 4 15 20 60 / 59 + Slide 34
j.2H 850 All U1+ 13 3 - - - 12% - H 3 15 Launch 20 / 39
j.S
Catch
- - - 4 15 28 - - - - H - - - -
j.S
Attack
- - - - - 15-21 - - - - H - - - -

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.
Vital Point Attack
236L
- - - 11 11-50 70 - - - - B - - - -
Tides of Time
236M/H
- - - 28 28-51 20 - 18-60 All - - - - - - -
- - - 14 14-40 15 - 4-? All -50% - - - - - -
Direct Hit
236L > L
900 All - 6-13 4 14 -2 - - - B - - Launch -
Time Release
236M/H > L
700*1~3 All [High] - 9, 10, 11 7, 7, 8 32 -18 - - - B - - - -
Instant Blow
236L > M
1300 All D1 8-15 3 17 -4 - - - B - - Launch -
Instant Blow
236M/H > M
1100 All D1 20-31 3 17 -4 - - - B - - - -
Guard Breaker
236L > H
1400 All U1 7-14 6 18 -5 1-9~19 All -50% - B - - Launch -
Guard Breaker
236M/H > H
1200 All U1 19-30 3 18 -5 - -50% - B - - - -
Icy Glare
214L/M/H
230*7 Throw U1 31 min 4 24 - - - - - - - Launch -
230*7 Throw U1 34 min 4 24 - - - - - - - Launch -
260*7 Throw U1 31 min 4 24 - - -50% - - - - Launch -
Deadly Intent
236S
- - - 5 22-31 (stance) - 5-Recovery Projectile - - - - - - -
Mark of an Assassin
214S
- - - 5 25 - - 5-29 Projectile - - - - - - -

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
Guard Breaker
800 All - 26 6 - +29 - 0% - - - 29 Launch -
Assist B 800 All - 35 6 - +29 - 0% - - - 29 Launch -
Assist C 450, 350*2 All - 50, 21 10 - +32 - 0% - - - 32 Launch -

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.
Realized Power
236L+M
550*4 All UDV 7+4 - - -18 ?-? All -100% - B - 15 Launch -
Realized Power (Air)
j.236L+M
550*4 All UDV 7+4 - - -18 ?-? All -100% - H - 15 Launch -
Death Blow
236HS
2564 All UDV 16+4 1 22 -16 ?-? All -100%~700% - P3 - - Launch -
I Keep Improving
214L+M or 214HS
4300 All UDV 9+3 - - -14 1-? All -300% - B - - Hard Knockdown Hard Knockdown

Sources

https://twitter.com/GFAnBi/status/957915601095352320

Navigation

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