DBFZ/Majin Buu/Frame Data

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Majin Buu


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.


System 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 1 11 16 16
5LL 700 Low 12 5 -5 2 15 18 18
5LLL 1000 U3+ Throw 12 4 14 4 Launch 35 / 34
5M 700 High 27 4 16 -4 2 15 18 18
5H 850 / 1000 U1 All 14 4 20 -8 4 15 Launch 22 / 39 + WSplat
5S 300×4 All 11 15+5×4 18+5×3, Launch 20+5×3
2L 400 Low 7 3 13 -4 1 11 16 16
2M 700 Low 10 4 22 -10 2 15 Launch 30
2H 850 / 1000 U1+ All 13 3 29 -16 4-15 Head 4 15 Launch 22 / 39
2S 600 All 13 -1 15+5 18+5 30+5
6M 850 High 24 6 4+6L ±0 3 15 18 23
j.L 400 High 6 3 1 11 16 16
j.M 700 High 11 3 2 15 18 18
j.H 850 / 1000 D1+ [D3+] High 16 3 3 / 4 15 20 60 / 59 + Slide 34 [34 + WBounce]
j.2H 850 U1 All 13 6 3 15 Launch 20 / 39
j.S 300×4 All 12 [1(17)]*4 26 15+5 18+5 20+5


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 Dive Bomb 100, 500 [700] / 1060 D1 All, High [All] 10 6(9)6(0)3 16 -1
236M M Dive Bomb 100, 500 [700] / 1140 D1 All, High [All] 10 6(9)6(0)3 16 -1
236H H Dive Bomb 100, 500 [700] / 1290 D1, U2 All, High [All] 7 6(9)6(0)3 16 -3
j.236L Air L Dive Bomb 500 [700] / 980 D1 High [All] 19 Until L+3 16 after L -1
j.236M Air M Dive Bomb 500 [700] / 1060 D1 High [All] 27 Until L+3 16 after L -1
j.236H Air H Dive Bomb 500 [700] / 1210 D1, U2 High [All] 19 Until L+3 16 after L -3
214L L Cartwheel 900 U1+ All 12 5 -7 4- Head Launch
214M M Cartwheel 900 U1+ All 16 5 -7 4- Head Launch
214H H Cartwheel 1100 U1+ All 8 5 -7 1- Head Launch
j.214L Air L Cartwheel 900 U1+ All 9 5 4- Head Launch
j.214M Air M Cartwheel 900 U1+ All 12 5 4- Head Launch
j.214H Air H Cartwheel 1100 U1+ All 6 5 4- Head Launch
236S Sweeping Breath 1100 All 17 10 24 -13 Launch
j.236S Air Sweeping Breath 1100 All 17 10 24 Launch
214S Fat Throw 400 All 31 18 +1 Launch


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 Sweeping Breath 800 All 26 10 +30 +30
Assist B Fat Throw 600 All 40 21 +18 +18
Assist C Cartwheel 800, 280 All 45 [20] +25 4- Head +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 Now Buu really...hate you! 140×19 UDV All 11+4 38 -24 9- All Launch
214L+M Turn into candy! 750×3, 1500 UDV All 9+3 -29 [+40] 1- All Launch


Sources

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

Navigation

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

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