Difference between revisions of "DBFZ/Piccolo/Frame Data"

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! colspan=16 style="background: white;"|Homing Energy Blast
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{{AttackVersion|name=Assist A|subtitle=Homing Energy Blast|rowspan=2}}
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{{#lsth:DBFZ/Piccolo/Data|Assist A Full}}
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{{#lsth:DBFZ/Piccolo/Data|A1/A2 Full}}
 
 
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{{Description|15|text=236S version (smaller hitbox, faster speed)
 
{{Description|15|text=236S version (smaller hitbox, faster speed)
 
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{{#lsth:DBFZ/Piccolo/Data|Assist B Full}}
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Revision as of 04:22, 13 February 2020


System Data


Normal Moves

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
2S
6S
3S
j.L
j.M

Leaves Piccolo at +15 if canceled

j.H
j.2H
j.S

Whiffs on crouched opponents

Special Moves

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Demon Elbow
236L

Untriggered move is 33 frames, all in counterhit state

236M

Untriggered move is 42 frames, all in counterhit state

236H

Untriggered move is 40 frames, all in counterhit state

j.236L

Untriggered move is 31 frames, all in counterhit state

j.236M

Untriggered move is 42 frames, all in counterhit state

j.236H

Untriggered move is 40 frames, all in counterhit state

Demon Slicer
214L

Block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-36, active on frame 37

214M

Block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-40, active on frame 41

214H

Block state from frames 1-15, teleporting frames 16-26, counterhit frames 27-36, active on frame 37; teleport seeks opponent's position

j.214L

Can be made more safe on block depending on engagement range

j.214M
j.214H Homing Energy Blast
236S
236[S]

Z Assists

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A
Homing Energy Blast

236S version (smaller hitbox, faster speed)

Assist B
Assist C

Super Moves

Version Damage 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. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. 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 6 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Special Beam Cannon
236LM
  • Hold buttons to charge attack and allow teleports
  • Teleport invul = 9(13)9(13)9(13)
Hellzone Grenade
236HS
  • Projectile hitboxes spawn 1 at a time
Light Grenade
214LM
or 214HS
  • Projectile active until it leaves the screen (up to 19+ frames)

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 4LL, 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Sp
5M - 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S, 6S, 3S Sp
6M - - - - -
5H - - 2H 5S, 2S, 6S, 3S Sp
2H - - - - Sp
5S - - 5H, 2H 6S, 3S Sp
2S - - 5H, 2H 6S, 3S Sp
6S - - 5H, 2H 5S Sp
3S - - 5H, 2H 2S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL(1-2) [j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - j.H, j.2H - Sp
  • j.LL acts like j.M with better reach and only comes out on air-to-air hit on the point character.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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

http://www.mediafire.com/file/3uazwoyz1m96rm1/piccolo%20special%20beam%20cannon.mkv (rec. April 28, 2018)

Navigation


Ambox notice.png To edit frame data, edit values in DBFZ/Piccolo/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.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc