DBFZ/Majin Buu/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 1 11 16 16
5LL 700 Low - 12 5 - -5 - 7% - F 2 15 18 18
5LLL 1000 Throw U3+ 12 4 14 - - 12% - T 4 - Launch 35 / 34
2L 400 Low - 7 3 13 -4 - 5% - B 1 11 16 16
5M 700 High - 27 4 16 -4 - 7% - B 2 15 18 18
2M 700 Low - 10 4 22 -10 - 7% - F 2 15 Launch 30
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
5H 850 / 1000 All U1 14 4 20 -8 - 12% - B 4 15 Launch 22 / 39 + WSplat
2H 850 / 1000 All U1+ 13 3 29 -16 4-15 Head 12% - B 4 15 Launch 22 / 39
5S 300*4 All - 11 - - - - 6% *6 - P1 - 15+5*4 18+5*3, Launch 20+5*3
2S 600 All - 13 - - -1 - 6% - P1 - 15+5 18+5 30+5
j.L 400 High - 6 3 - - - 5% - H 1 11 16 16
j.M 700 High - 11 3 - - - 7% - H 2 15 18 18
j.H 850 / 1000 High D1+ 17 3 - - - 12% - H 3 / 4 15 20 60 / 59 + Slide 34
j.2H 850 All U1 14 6 - - - 12% - H 3 15 Launch 20 / 39
j.S 300*4 All - 12 - - - - 6% - P1 - 15+5 18+5 20+5

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.
Dive Bomb
236L/M/H
100, 500 [700] / 1060 All, High [All] D1 10 6(9)6(0)3 16 -1 - - - - - - - -
100, 500 [700] / 1140 All, High [All] D1 10 6(9)6(0)3 16 -1 - - - - - - - -
100, 500 [700] / 1290 All, High [All] D1, U2 7 6(9)6(0)3 16 -3 - - - - - - - -
Dive Bomb (Air)
j.236L/M/H
500 [700] / 980 High [All] D1 19 Until L+3 16 after L -1 - - - - - - - -
500 [700] / 1060 High [All] D1 23 Until L+3 16 after L -1 - - - - - - - -
500 [700] / 1210 High [All] D1, U2 19 Until L+3 16 after L -3 - - - - - - - -
Cartwheel
214L/M/H
900 All U1+ 12 5 - -7 4- Head - - B - - Launch -
900 All U1+ 16 5 - -7 4- Head - - B - - Launch -
1100 All U1+ 8 5 - -7 1- Head - - B - - Launch -
Cartwheel (Air)
j.214L/M/H
900 All U1+ 9 5 - - - - - B - - Launch -
900 All U1+ 12 5 - - - - - B - - Launch -
1100 All U1+ 6 5 - - - - - B - - Launch -
Sweeping Breath
236S
1100 All - 17 10 24 -13 - - - P2 - - Launch -
Sweeping Breath (Air)
j.236S
1100 All - 17 10 24 - - - - P2 - - Launch -
Fat Throw
214S
400 All - 31 - 18 +1 - - - P2 - - Launch -

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
Sweeping Breath
800 All - 26 10 - +20 - - - Strike - +20 - -<
Assist B - - - 41 - - +18 - - - - - +18 - -
Assist C - - - - - - - - - - - - - - -

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.
Now Buu really...hate you!
236L+M or 236H+S
140*19 All UDV 11+4 38 - -24 9- All -100% - P3 - - Launch -
Turn into Candy!
214L+M or 214H+S
750*3, 1500 All UDV 9+3 - - -29 [+40] 1- All -300% - P3 - - Launch -

Sources

http://www.mediafire.com/file/jrq9j595170o7eq/Majin%20Buu%20Hitboxes.mkv (rec. April 24, 2018)

Navigation

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