DBFZ/Krillin/Frame Data: Difference between revisions

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http://www.mediafire.com/file/vp0qxfbwaguq09y/Krillin%20Hitboxes.mkv (rec. April 24, 2018)
http://www.mediafire.com/file/vp0qxfbwaguq09y/Krillin%20Hitboxes.mkv (rec. April 24, 2018)
==Navigation==
==Navigation==
{{#lsth:DBFZ/Krillin/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Krillin/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/Krillin/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.}}
{{#lsth:DBFZ/Krillin/Data|Links}}
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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Krillin]]
[[Category: Krillin]]

Revision as of 22:41, 2 March 2019

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400 All - 6 3 - - - 700 All - 9 5 - - - 1000 All - 11 4 - - - 400 L - 7 3 - - - 700 All - 8 6 - - - 700 L - 10 5 - - - 850 H - 24 6 - - - 850 All - 13 3 - - - 850 All - 13 3 - - - 500x2 All - 14 - - - - 600 All - 17 5 - - - 400 H - 6 3 - - - 500, 500 H - 9 3(6)3 - - - 850 H - 13 6 - - - 850 All - 13 6 - - - 500x2 All - 14 - - - - 850 All - 15 - - - -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Afterimage Strike
1000 H - 30 4 - - - 1000 H - 32 4 - - - 1100 H - 32 4 - - - 1000 H - 23 4 - - - 1000 H - 27 4 - - - 1100 H - 21 4 - - - Senzu Bean
100 All - 23 - - - - 100 All - 23 - - - - 100 All - 12 - - - - 100 All - 21 - - - - 100 All - 21 - - - - 100 All - 8 - - - - Kamehameha
1050 (5 hits) All - 18[47] 25 - - - 1050 (5 hits) All - 18 25 - - - Solar Flare
0 All - 11 5 25 - -

Assist

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Rock/Senzu Bean
100 All - 36, 30 (senzu) - - - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Destructo Disc
2000 (1 hit)/4300 (5 hits) All - 9+5 - - - 9-15 Scattering Energy Wave
4050 All - 9+3 - - - 1-21

Sources

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

Navigation

To edit frame data, edit values in DBFZ/Krillin/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.

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