Difference between revisions of "DBFZ/Janemba/Frame Data"

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{{notice|To edit frame data, edit values in [[DBFZ/Janemba/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[DBFZ/Janemba/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
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[[Category:Janemba]]
 

Latest revision as of 21:50, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data[edit]


Normal 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.
5L 400 5 - B All - 6 3 12 -3 1 - - - -
5LL 700 7 - B2 All - 11 - - -8 - - - - -
5LLL 850 / 600*2 12 / 6,12 - B4 All U3+ 36 - - -11 - - - - -
5M 700 7 - B2 All - 13 - - -5 - - - - -
5H 850 12 - B4 All U1 17 - - -12 - - - - -
5S 300*4 6*4 - P1 All - 22 - - -21 - - - - -
2L 400 5 - B All - 7 3 12 -3 1 - - - -
2M 700 7 - F2 Low - 11 - - -11 - - - - -
2H 850 12 - B4 All U1+ 14 - - -18 - - - - -
2S 300*4 6*4 - P1 All - 26 - - - - - - - -
6M 850 12 - B3 High - 24 6 10 0 - - - - -
j.L 400 5 - H1 High - 7 - - - - - - - -
j.M 700 7 - H2 High - 11 - - - - - - - -
j.H 850 / 1000 12 - H3 High D1+ 15 - - - - - - - -
j.S 300*4 6*4 - P1 All - 22 - - - - - - - -
j.2H 850 12 - H3 All U1 11 - - - - - - - -

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.
Shadow Kick
j.2M 900 12 - H3 High D1 25 - - - - - - - -
Demonic Blade
236L 1100 12 - B3 All - 15 - - -9 - - - - -
236M 1200 12 - B3 All U1+ 19 - - -9 - - - - -
236H 1300 -100 - B3 All U1+ 16 - - -9 - - - - -
j.236L 1100 12 - H3 All - 15 - - - - - - - -
j.236M 1200 12 - H3 All U1+ 19 - - - - - - - -
j.236H 1300 -100 - H3 All U1+ 15 - - - - - - - -
Mystical Arm
214L 1200 15 - B6 Throw U1 25 - - - - - - - -
214M 1250 15 - B6 Throw U1 28 - - - - - - - -
214H 1300 -100 - B6 Throw U1 25 - - - - - - - -
Hell Gate
j.214L 350*3 4*3 - P2 All - - - - - - - - - -
j.214M 350*3 4*3 - P2 All - - - - - - - - - -
j.214H 350*6 -100 - P2 All - - - - - - - - - -
Phantom Shift
236S - - - - - - - - Total 36 - - - - - -
214S - - - - - - - - Total 36 - - - - - -
Dimensional Hole
22S
Catch
- - - - - - - - - - - - - - -
22S
Attack
600 12 - P2 All - - - - +22 - - - - -

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
5S
450*4 0 - P1 All - 41 - - +50 - +50 - - -
Assist B - - - - - - 31 - - +29 - +29 - - -
Assist C - - - - - - - - - - - - - - -

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

Sources[edit]

Navigation[edit]


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