DBFZ/Master Roshi/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 14 -5 - 5% 90%+1 B 1 - - -
5LL 180*4 All - 8 - - -7 - 2%*4 100%+1 (Once) B 2 - - -
5LLL 200*4, 300 All U3+ 15 - - -5 - 12% / 1%*4, 9% 100%+1 B 3 - - -
5M 700 All - 11 4 20 -8 - 7% 100%+1 B 2 - - -
5H 850 / 1000 All U1 17 4 26 -14 - 12% 100%+1 B 4 - - -
5S 700 All - 17 6 31 -5 - 6% 90%+1 P1 3 - - -
2L 400 Low - 7 3 13 -4 - 5% 90%+1 - 1 - - -
2M 700 Low - 12 6 20 -10 - 7% 100%+1 F 2 - - -
2H 850 / 1000 All U1+ 13 3 29 -16 4-15 Head 12% 100%+1 B 4 - - -
2S - - - - - Total 24(+7L) - 1-21 Ki Blasts 0% - - - - - -
6M 850 High - 24 4 6+6L ±0 - 12% 80%+1 B 3 15 18 23
6H 0, 850 All U1 37 2 25 -5 26-33 All 12% 80%+1 B 3 - - -
6S 500 All - 16 - - -15 - 6% 90%+1 P1 2 - - -
3H 700 All - 14 3 42 -29 4-16 Head 7% 100%+1 B 2 - - -
j.L 400 High - 7 3 12 - - 5% 90%+1 H 1 - - -
j.M 700 High - 11 4 21 - - 7% 90%+1 H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 12 6 30 - - 12% 90%+1 H 3 / 4 - - -
j.H 850 / 1000 High D1+ 12 6 30 - - 12% 90%+1 H 3 / 4 - - -
  • Removes landing recovery on Smash hit
j.S 500 All - 13 - Total 35+12L - - 6% 90%+1 P1 2 - - -
j.2H 850 All U1 13 6 21 - - 12% 90%+1 H 3 - - -
j.2S - - - - - Until L(+7L) - 1-21 Ki Blasts 0% - - - - - -
j.4M 850 High - 15 6 15 - - 7% 90%+1 H 2 - - -

Unique Mechanics

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.
Masterful Leap
5H+S
- - - 23 - Total 31+12L - 1-31 Ki Blasts, 4-18 Throw 0% - - - - - -
Masterful Leap
2H+S or 1H+S, 3H+S
- - - 15 - Total 28 - 1-28 Ki Blasts, 4-18 Throw 0% - - - - - -
Masterful Leap
4H+S
- - - 19 - Total 38 - 1-38 Ki Blasts, 4-18 Throw 0% - - - - - -
Reverse Kamehameha
j.H+S
300 [1000] {1100} All - 21 18 13+12L +5 [-8] 1-51 Ki Blasts 8% [12%] 90%+1 H [P2] 2 [3] - - -

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.
Turtle Drop
j.2M
900 All D1 13 Until L 16 -5 ~ -2 - 7% 80%+1 H 2 - - -
Wise Warrior
236L/M/H
300, 700 All - 14 7 27 -5 - 12% / 6%*2 90%+1 B 3 - - -
300, 750 All U1+ 17 7 27 -5 - 12% / 6%*2 90%+1 B 3 - - -
300, 800 All U1+ 14 7 27 -5 - -50% 90%+1 B 3 - - -
Air Wise Warrior
j.236L/M/H
300, 700 All - 14 7 27 -5 - 12% / 6%*2 90%+1 H 3 - - -
300, 750 All U1+ 16 7 27 -5 - 12% / 6%*2 90%+1 H 3 - - -
300, 800 All U1+ 14 7 27 -5 - -50% 90%+1 B 3 - - -
Martial Spirit
214L/M/H
300, 900 All - 17 ? (3) 5 20 -5 4-21 Armor (10) 12%*2 80%+1 (Once) B 3 - - -
300, 950 All U1+ 17 ? (3) 5 20 -5 4-21 Armor (10) 12%*2 80%+1 (Once) / 80%+1 *2 B 3 - - -
300, 900*2 All U1+ 10 ? (3) ? (4) 5 20 -15 1-14 Armor (10) -50% 80%+1 *2 (Once), 80%+1 B 3 - - -
Jumping Splits
22L/M/H
900 All - 8 3 18 -5 4-20 Low 12% 100%+1 B 3 - - -
1000 All D1 8 3 18 -5 4-24 Low 12% 100%+1 B 3 - - -
1300 All D1 8 3 18 -5 1-24 Low -50% 100%+1 B 3 - - -
Kamehameha
236S
1000 All - 18 17 18 -9 - 12% 90%+1 P2 3 - Launch -
Thunder Shock Surprise
214S
1476 Throw U2+ 21 Until Off Screen 48 from last active - - 8%, 1%*10 80%+1 B 0 - - -
Lullaby Fist
22S
0 Throw U2+ 28 3 40 - - 18% 80%+1 B 0 - Crumple -

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 800 All - 35 - - +32 - 0% 90%+2 P2 3 32 - -
Assist B 300, 700 All - 26 - - +25, +25 10-45f Guardpoint 0% 90%+2 (Once) B 3 - Launch -
Assist C 150*4, 400*2 All - 41 [21] - - +50 - 0% 90%+2 (Once) B 0*4, 3 / 0*4, 3*2 - - -

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.
Evil Containment Wave
236L+M
2200 All UDV 10+4 17 88 -70 10-22 All -100% - P3 4 - - -
Turtle Hermit Extraordinaire
236H+S
2364 All UDV 10+4 2 34 -20 10-15 All -100% - B 4 - - -
Full Powered Kamehameha
236[H+S]
- - - - - - - - - - - - - - -
The Greatest Kamehameha
214L+M or 214H+S
4108 All UDV 9+3 86 50 -34 1-18 All -300% - P3 4 - - -

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - 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 even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out 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

Sources

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