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Glossary
How do I read frame data?
Frame Data Glossary
Smash
Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U
Up Smash
U+
Up Smash that can trigger D+ Smash
D
Down Smash
D+
Down Smash that requires hitting with U+ Smash earlier in the combo
V
Vanish
1
Only triggers if no Smash of the same type has been used
2
Triggers even if the same type has been used, but only once
3
Always triggers
Prorate
How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard
How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup
Number of frames for this move to reach the first active frame (includes the first active frame).
Active
Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery
Number of frames this move is in a recovery state before returning to neutral.
OnBlock
After blocking this attack, how soon can the attacker move compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
Invuln
Attribute and Hitbox invincibility for this attack
Level
Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun
When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit
When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit
When hitting an airborne opponent, how many frames for which they cannot air tech.
Attack Level Values
Air blocking adds 2F of blockstun
Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data
Normal Attacks
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 5L 400 All 6 3 8 ±0 1 11 16 16 5LL 700 All 11-13 3 18 -5 5LLL 350×2, 450 U3+ All 10-12 3 18 -5 4 18 Launch 35 / 34 5M 700 All 9-13 3 15 -2 2 15 18 18 5H 850 / 1000 U1 All 11-17 5 21 -7 4 15 Launch 22 / 39 + WSplat 5S Catch All 4 15 21 4-18 Guard Point 5S Attack 850 U1+ All 10 -7 2L 850 High 20 6 16 -7 2 15 Tech 22 2M 700 Low 27 4 18 -5 2 15 Launch 22 2H 850 / 1000 U1+ All 13 3 27 -14 4-15 Head 4 15 Launch 22 / 39 6M 850 High 24 7 3+6L ±0 3 15 18 23 j.L 400 High 6 3 11 1 11 16 16 j.M 700 High 9 4 2 15 18 18 j.H 850 / 1000 D1+ [D3+] High 13 4 3 / 4 15 20 60 / 59 + Slide 34 [34 + WBounce] j.S Catch 4 15 27 4-18 Guard Point j.S Move 15-21 j.2H 850 U1+ All 13 3 3 15 Launch 20 / 39
Special Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L Vital Point Attack 11 11-50 70 236L > L Direct Hit 900 All 5-12 4 14 -2 Launch 236L > M Instant Blow 1450 D1 All 8-15 3 17 -4 Launch 236L > H Guard Breaker 1500 U1+ All 7-14 6 18 -5 1-9~19 All Launch 236M M Tides of Time 28 28-51 20 18-60 All 236H H Tides of Time 14 14-40 15 4-? All 236M > L Time Release 700×1~3 All [High] 9, 10, 11 7, 7, 8 32 -18 236M > M Instant Blow 1450 D1 All 20-31 3 17 -4 236M > H Guard Breaker 1500 U1+ All 19-30 3 18 -5 214L L Icy Glare 230×7 U2+ Throw 26 min 4 24 Launch 214M M Icy Glare 230×7 U2+ Throw 34 min 4 24 Launch 214H H Icy Glare 260×7 U1+ Throw 24 min 4 24 Launch 236S Deadly Intent 5 22-31 (stance) 5-Recovery Projectile 214S Mark of an Assassin 5 25 5-29 Projectile
Z Assists
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit Assist A Guard Breaker 800 All 25 6 +29 29 Launch Assist B Instant Blow 800 All 30 6 +29 29 Launch Assist C Time Release 450, 350×2 All 50 [20] 10 +32 32 Launch
Super Moves
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit 236L+M Realized Power 550×4 UDV All 7+4 -18 ?-? All 15 Launch j.236L+M Air Realized Power 550×4 UDV All 7+4 -18 ?-? All 15 Launch 236H+S Death Blow 2564 UDV All 16+4 1 22 -16 ?-? All Launch 214L+M I keep improving 4300 UDV All 9+3 -14 1-? All Hard Knockdown Hard Knockdown
Z Combo Table
Ground Z Combo
L
M
H
S
Cancel
5L[2]
5L[+] , 5LL[+] , 2L
5M, 2M, 6M
5H, 2H
5S
DR, Jump[-] , Sp
5LL
5LLL[+] , 2L
5M, 2M, 6M
5H, 2H
5S
Jump[-] , Sp
5LLL
-
-
-
-
Sp
2L[2]
5L, 2L
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[2]
j.LL[-]
j.M
j.H, j.2H
j.S
Jump, Sp
j.LL[j.M]
-
-
j.H, j.2H
j.S
Jump, Sp
j.M[j.LL]
j.L
-
j.H, j.2H
j.S
Jump, Sp
j.H
-
-
j.2H
j.S
Sp
j.2H
-
-
-
j.S
Jump, Sp
j.S
-
-
-
-
-
5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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
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