DBFZ/Krillin/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 - -3 - - - Strike - - - -<
5LL 700 All - 9 5 - -5 - - - Strike - - - -<
5LLL 1000 All U3+ 11 4 - -5 - - - - - - - -
2L 400 Low - 7 3 - -4 - - - Strike - - - -<
5M 700 All - 8 6 - -5 - - - Strike - - - -<
2M 700 Low - 10 5 - -4 - - - Strike - - - -<
6M 850 High - 24 6 - 0 - - - Strike - - - -<
5H 850 / 1000 All U1 13 3 - -9 - - - - - - - -
2H 850 / 1000 All U1+ 11 3 17 -5 4- Head - - - - 12 - -
5S 500*2 All - 13 - - - - - - Projectile Lvl 1 - - - -<
2S 900 All - 17 5 - - - - - Projectile Lvl 1 - - - -<
j.L 400 High - 6 3 - - - - - Strike - - - -<
j.M 500*2 High - 9 3(6)3 - - - - - Strike - - - -<
j.H 850 / 1000 High D1+ 13 6 - - - - - - - - - -
j.2H 850 All U1+ 13 6 - - - - - - - - - -
j.S 500*2 All - 12 - - - - - - Projectile Lvl 1 - - - -<
j.2S 300, 900 All - 15 - - - - - - Projectile Lvl 1 - - - -<

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.
Afterimage
236L/M/H
1200 High D1 30 4 - +1 - - - - - - - -
1200 High D1 32 4 - +1 - - - - - - - -
1400 High D1 32 4 - +3 - -50% - - - - - -
Afterimage (Air)
j.236L/M/H
1000 High D1 23 4 - - - - - - - - - -
1000 High D1 27 4 - - - - - - - - - -
1200 High D1 21 4 - - - -50% - - - - - -
Senzu Bean
214L/M/H
- - - 25 - Total 37 - - 0% - - - - - -
- - - 25 - Total 37 - - 0% - - - - - -
- - - 25 - Total 37+3L - - -50% - - - - - -
Senzu Bean (Air)
j.214L/M/H
- - - 27 - Total 51 - - 0% - - - - - -
- - - 27 - Total 51 - - 0% - - - - - -
- - - 27 - Total 51 - - -50% - - - - - -
Kamehameha
236S
250*5 All - 18-47 24 33 -15 - - - Projectile Lvl 2 - - - -<
Kamehameha (Air)
j.236S
250*5 All - 10 after landing 24 33 -15 - - - Projectile Lvl 2 - - - -<
Solar Flare
214S
0, 1000 All D1 11 5 22 -2 4-12 Head - - - - - - -
Stone Throw
22L/M/H
100 All - 33 - Total 53 -5 - - - - - - - -
100 All - 33 - Total 53 -5 - - - - - - - -
100*2 All - 26 - Total 47 -5 - -50% - - - - - -
Stone Throw (Air)
j.22L/M/H
100 All - 29 - Total 51 - - - - - - - - -
100 All - 29 - Total 51 - - - - - - - - -
100*2 All - 27 - Total 50 - - -50% - - - - - -

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
A1/A2
100*2 All - 18 - - +17 - 0% - - - - - -
Assist A
4A1/A2
- - - 72 - - - - 0% - - - - - -
Assist B 200*5 All - 35 - - +30 - 0% - - - 15+2*5 - -
Assist C 0, 1400 All - 28 [20] - - +24 - 0% - - - - - -

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.
Destructo-Disc
236LM or 236HS
2000 All UDV 9+5 - - -18 9-15 All -100% - - - - - -
Followup Destructo-Disc
Destructo Disc > Button
1100*1~4 All UDV - - - - - -100%*1~4 - - - - - -
Scattering Energy Wave
214LM or 214HS
4050 All UDV 9+3 - - +35 [+42~] 1-21 All -300% - - - - - -

Sources

http://www.mediafire.com/file/vp0qxfbwaguq09y/Krillin%20Hitboxes.mkv (rec. April 24, 2018)

Navigation

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