DBFZ/Janemba/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 1 - - -
5LL 700 All - 11 2 22 -8 - 7 - B2 - - - -
5LLL 600*2 All U3+ 36 6 21 -11 - 12 / 6,12 - B4 - - - -
5M 700 All - 13 4 17 -5 - 7 - B2 - - - -
5H 850 (1000) All U1 17 3 27 -12 - 12 - B4 - - - -
5S 300*4 All - 18-27 - 42 -21 - 6*4 - P1 - - - -
2L 400 All - 7 3 12 -3 - 5 - B 1 - - -
2M 700 Low - 11 3 24 -11 - 7 - F2 - - - -
2H 850 (1000) All U1+ 14 3 31 -18 - 12 - B4 - - - -
2S 300*4 All - 22-32 - 52 -21+landing - 6*4 - P1 - - - -
6M 850 High - 24 6 10 0 - 12 - B3 - - - -
j.L 400 High - 7 3 - - - 5 - H1 - - - -
j.M 700 High - 11 4 - - - 7 - H2 - - - -
j.H 850 (1000) High D1+ 15 3 - - - 12 - H3 - - - -
j.S 300*4 All - 18-27 - - - - 6*4 - P1 - - - -
j.2H 850 All U1 11 4 - - - 12 - H3 - - - -

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.
Shadow Kick
j.2M
900 High D1 25-33 - - - - 12 - H3 - - - -
Demonic Blade
236L/M/H
1100 All - 15 4 24 -5 - 12 - B3 - - - -
1200 All U1+ 19 4 24 -5 - 12 - B3 - - - -
1300 All U1+ 16 4 24 -5 - -100 - B3 - - - -
Demonic Blade (Air)
j.236L/M/H
1100 All - 15 4 26 -2 if TK - 12 - H3 - - - -
1200 All U1+ 19 - - -2 if tk - 12 - H3 - - - -
1300 All U1+ 15 4 26 -2 if tk - -100 - H3 - - - -
Mystical Arm
214L/M/H
1200 Throw U1 25 4 26 - - 15 - B6 - - - -
1250 Throw U1 28 4 26 - - 15 - B6 - - - -
1300 Throw U1 25 4 26 - - -100 - B6 - - - -
Hell Gate
j.214L/M/H
350*3 All - 53 (172) 9 52 - - 4*3 - P2 - - - -
350*3 All - 53 (232) 9 52 - - 4*3 - P2 - - - -
350*6 All - 44? (374) 18 44? - - -100 - P2 - - - -
Phantom Shift
236S
- - - invul frame 4 invul for 13 20 - 4-16 All - - - - - - -
Phantom Shift
214S
- - - invul frame 4 invul for 13 20 - 4-16 All - - - - - - -
Dimensional Hole (Catch)
22S
- - - 4 28 13 - - - - - - - - -
Dimensional Hole (Attack) 600 All - - - - +37? invul all until attack finishes 12 - P2 - - - -

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
5S
250, 3x175 All - 36, 46, 56, 66 - - +50 - 0 - P1 - +50 - -
Assist B 800 - - 31 2,4 - +29 - - - - - +29 - -
Assist C 450,315,280 All - 41[21] 5,3 - +50 - 0 - - - +50 - -

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.
Rakshasa's Claw
236LM
2415 All UDV 9+5 - - -18 - -100 - B4 - - - -
Rakshasa's Claw (Air)
j.236LM or j.236HS
2415 All UDV 9+4 - - - - -100 - H4 - - - -
Savage Skewer
236HS
1995 All UDV 9+5 - - -17 - -100 - P3 - - - -
Needle Light Shower
214LM or 214HS
220*19, 360 All UDV 12+3 - - -33 - -300 - P3 - - - -
Needle Light Shower (Air)
j.214LM or j.214HS
220*19, 360 All UDV 12+3 - - - - -300 - P3 - - - -

Sources

Navigation

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