DBFZ/Jiren/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 - 11 16 16
5LL 700 All - 11 5 21 -10 - 7 - B - 15 Launch 23
5LLL 600 [300,700] All U3+ 13 1, - 25 -5 1-13 Head 12 - P1 - 21 Launch 34
2L 700 All - 8 3 15 -2 - 7 - B - 15 18 18
5M 700 All - 12 4 20 -6 - 7 - B - 15 18 18
2M 700 Low - 13 6 19 -9 - 7 - F - 15 18 18
6M 850 High U1+ 24 6 4+6L 0 - 12 - B - 15 18 23
5H 50, 1200 Throw U1 26 1 33 - - 12 - T - - - 39
2H 850 All U1+ 13 3 25 -10 4- Head 12 - B - 15 Launch 23 / 39
5S 900 All - 21 5 30 -10 - 6 - P2 - 21 Launch 26
j.L 400 High - 6 3 - - - 5 - H - 11 16 16
j.M 500*2 High - 9 3 (1) 3 - - - - - H - 15 18 18
j.H 850 [1000] High D1+ 13 4 - - - - - H - 15 18 18
j.2H 850 [1000] High D1 23 [30] - - - 4-11 Guard - - H - 15 Force Tech -
j.S 400*2 All - 13 - - - - - - P1 - 21 24 26

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.
Infinity Rush
236L/M/H
230*5 All - 12 20 21 -5 - - - B - 11 Launch -
230*6 All U1+ 17 24 21 -5 - - - B - 11 Launch -
230*7 All U1+ 17 28 21 -5 - -100 - B - 11 Launch -
Infinity Rush (Air)
j.236L/M/H
230*5 All - 12 20 21 -5 - - - H - 11 Launch -
230*6 All U1+ 12 24 21 -5 - - - H - 11 Launch -
230*7 All U1+ 12 28 21 -5 - -100 - H - 11 Launch -
Shock Tornado
214L/M/H
2300 All U1+ 4 25 15 - - - - B - - Launch -
2400 All U1+ 4 20 8 - - - - B - - Launch -
2500 All U1+ 1 28 15 - - -100 - B - - Launch -
Grand Charge
236S
1200 All - 16 12 17 -2 4-35 P1 - - B - 15 18 18
Counter Impact
214S
1500 Throw U1+ 4 [5] 22-51 20 - - - - - - - - -

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
Infinity Rush
230*4 All - 36 16 45 +43 - - - B - 38 Launch 51
Assist B - - - 21 - - +29 - - - - - +29 - -
Assist C 800,280 All - 25 [20] - - +25 - - - P - - - -

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.
Colossal Slash
236LM
248*11 All - 8+4 - - -23 8-19 Full Invul -100% - - - - - -
Colossal Slash (Air)
j.236LM
248*11 All - 8+3 - - -45 8-17 Full Invul -100% - - - - - -
Colossal Uppercut
236HS
2600 All - 7+3 - - -26 [+14] 7-17 Full Invul -100% - - - - - -
Blazing Magnetron
214LM or 214HS
1000*2, 2300 All - 9+2 - - -28 [+28] 1-20 Full Invul -300% - - - - - -

Sources

Navigation

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