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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 Moves
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 12 -3 11 16 16 5LL 700 All 11 5 21 -10 15 Launch 23 5LLL 600 / 300,700 U3+ All 13 1, - 25 -5 1-13 Head 21 Launch 34 5M 700 All 8 4 20 -6 15 18 18 5H 50, 1200 U2 Throw 26 1 33 39 5S 900 All 21 5 31 -10 4-22 Ki Blasts 21 Launch 26 2L 700 All 7 3 15 -2 15 18 18 2M 700 Low 9 6 19 -9 15 18 18 2H 850 / 1000 U1+ All 13 3 25 -10 4- Head 15 Launch 23 / 39 2S 850 U1+ All 14 5 26 -15 4- Head, 2- Head Guard Point 10 Launch 23 / 39 6M 850 High 24 6 4+6L 0 15 18 23 j.L 400 High 6 3 11 16 16 j.M 500×2 High 9 3 (1) 3 15 18 18 j.H 850 / 1000 D1+ [D3+] High 13 4 15 18 18 j.S 400×2 All 13 21 24 26 j.2H 850 [1000] D1 High 23 [30] 4-11 Guard 15 Force Tech j.2S 400×2 All 10 21 24 26
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 L Infinity Rush 230×5 All 9 20 21 -5 11 Launch 236M M Infinity Rush 230×6 U1+ All 17 24 21 -5 11 Launch 236H H Infinity Rush 230×7 U1+ All 15 28 21 -5 11 Launch j.236L Air L Infinity Rush 230×5 All 9 20 21 -5 11 Launch j.236M Air M Infinity Rush 230×6 U1+ All 17 24 21 -5 11 Launch j.236H Air H Infinity Rush 230×7 U1+ All 15 28 21 -5 11 Launch 214L L Shock Tornado 2300 U2+ All 4 25 15 4-25 All Launch 214M M Shock Tornado 2400 U2+ All 1 20 8 1-20 Low Launch 214H H Shock Tornado 2500 U2+ All 1 28 15 1-28 All Launch 236S Grand Charge 1200 All 14 12 17 -2 4-35 P1 15 18 18 214S Counter Impact 1500 U2+ Throw 4 [5] 22-51 20
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 Infinity Rush 230×4 All 35 16 45 +43 38 Launch 51 Assist B Grand Charge 800 All 20 10 +29 8-30 P1 +29 45 45 Assist C Flash Fist 800, 280 All 25 [20] +25
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 Colossal Slash 248×11 All 8+4 -23 8-19 Full Invul j.236L+M Air Colossal Slash 248×11 All 8+3 -45 8-17 Full Invul 236H+S Colossal Uppercut 2800 All 7+3 -26 [+14] 7-17 Full Invul 214L+M Blazing Magnetron 1000×2, 2300 All 9+2 -28 [+28] 1-20 Full Invul
Z Combo Table
Ground Z Combo
L
M
H
S
Cancel
5L[2]
5L[+] , 5LL[+] , 2L
5M, 2M, 6M
5H, 2H
5S, 2S
DR, Jump[-] , Sp
5LL
5LLL[+] , 2L
5M, 2M, 6M
5H, 2H
5S, 2S
Jump[-] , Sp
5LLL
-
-
-
-
Sp
2L[2]
5L
5M, 2M, 6M
5H, 2H
5S, 2S
Jump[-] , Sp
5M
-
2M, 6M
5H, 2H
5S, 2S
Jump[-] , Sp
2M
-
5M, 6M
5H, 2H
5S, 2S
Sp
6M
-
-
-
-
-
5H
-
-
2H
5S, 2S
Sp
2H
-
-
-
-
Sp
5S
-
-
5H, 2H
2S
Sp
2S
-
-
-
-
Sp
Air Z Combo
L
M
H
S
Cancel
j.L[2]
j.L, j.LL[-]
j.M
j.H, j.2H
j.S, j.2S
Jump, Sp
j.LL[j.M]
-
-
j.H, j.2H
j.S, j.2S
Jump, Sp
j.M[j.LL]
j.L
-
j.H, j.2H
j.S, j.2S
Jump, Sp
j.H
-
-
j.2H
j.S, j.2S
Sp
j.2H
-
-
-
-
Sp
j.S
-
-
j.2H
-
Sp
j.2S
-
-
j.2H
-
Sp
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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