DBFZ/Hit/Frame Data

From Dustloop Wiki
< DBFZ‎ | Hit
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data[edit]


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

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.
Vital Point Attack
236L - - - B All - 11 11-50 70 - - - - - -
Tides of Time
236M - - - - - - 28 28-51 20 - - - - - 18-60 All
236H - -50% - - - - 14 14-40 15 - - - - - 4-? All
Direct Hit
236L > L 900 - - B All - 6-13 4 14 -2 - - Launch - -
Time Release
236M/H > L 700*1~3 - - B All [High] - 9, 10, 11 7, 7, 8 32 -18 - - - - -
Instant Blow
236L > M 1300 - - B All D1 8-15 3 17 -4 - - Launch - -
236M/H > M 1100 - - B All D1 20-31 3 17 -4 - - - - -
Guard Breaker
236L > H 1400 -50% - B All U1 7-14 6 18 -5 - - Launch - 1-9~19 All
236M/H > H
Icy Glare
214L 200*7 - - - Throw U1 31 min 4 24 - - - Launch - -
214M 200*7 - - - Throw U1 34 min 4 24 - - - Launch - -
214H 260*7 -50% - - Throw U1 31 min 4 24 - - - Launch - -
Deadly Intent
236S - - - - - - 5 22-31 (stance) - - - - - 5-Recovery Projectile
Mark of an Assassin
214S - - - - - - 5 25 - - - - - - 5-29 Projectile

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

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

Sources[edit]

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

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Hit/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.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc