DBFZ/SS4 Gogeta/Frame Data

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Gogeta (SS4)


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
5LL 700 All 9 -4 2
5LLL 500×2 U3+ All 15 3 17 -4 1-17 Head 4
5M 700 All 9 4 17 -5 2
5H 850 / 1000 U1 All 17 7 20 -11 4
5S 400 All 13 6 17 -7
2L 400 All 6 3 12 ±0 1
2M 700 Low 11 6 19 -9 2
2H 850 / 1000 U1+ All 13 3 28 -15 4-15 Head 4
6M 850 High 24 6 4+6L ±0 3 15 18 23
6H 600 All 11 4 20 -8
6H > 6H 500 High 20 -5
6H > 3H 600 Low 26 +2
6S Total 52 [Total 46]
j.L 400 High 6 3 12 1
j.M 700 High 9 4 15 2
j.H 850 / 1000 D1+ [D3+] High 13 4 23 3 / 4
j.S 400 All 13 6 30
j.2H 850 U1+ All 10 40 3


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 Lightning Hammer 1000 All 13 7 19 -4 4-19 Projectiles
236M M Lightning Hammer 500, 600 U1+ → D1 All 17 7 19 -4 4-23 Projectiles
236H H Lightning Hammer 500, 700 U1+ → D1 All 13 7 19 -4 4-19 Projectiles
j.236L Air L Lightning Hammer 1000 All 13 7 20 4-19 Projectiles
j.236M Air M Lightning Hammer 500, 600 U1+ → D1 All 17 7 20 4-23 Projectiles
j.236H Air H Lightning Hammer 500, 700 U1+ → D1 All 13 7 20 4-19 Projectiles
214L L Meteor Strike 1000 D1 High 24 3 15 -2
214M M Meteor Strike 1400 D1 High 28 3 15 +2
214H H Meteor Strike 1600 D1 High 24 3 15 +2
j.214L Air L Meteor Strike 1000 D1 High 20 12 upon landing -2
j.214M Air M Meteor Strike 1400 D1 High 29 12 upon landing +2
j.214H Air H Meteor Strike 1600 D1 High 20 12 upon landing +2
236S Bluff Kamehameha 500, 560 U1+ Throw 24 3 36
214S Punisher Guard 870 U1+ 4 22 20 4-26 Guard
j.214S Air Punisher Guard 870 U1+ 4 22 20 4-26 Guard
22S Plus Energy of Justice 1200 D1 All 17 6 45 -34 1-22 All


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 Finish Sign All 2, 42 1, 1
Assist B Lightning Hammer 800 All 20 7 +33
Assist C Plus Energy of Justice 800, 280 All 41 [21] 6 +16


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 Ultimate Impact 2541 UDV All 18+4 -21 18-? All
j.236L+M Air Ultimate Impact 2541 UDV All 18+4 -21 18-? All
214L+M Ultra Big Bang Kamehameha 4186 UDV All 9+3 -33 1-? All
j.214L+M Air Ultra Big Bang Kamehameha 4186 UDV All 9+3 Until L 1-? All
214H+S x100 Big Bang Kamehameha 540×54 UDV All 25+3 -51 1-? All
j.214H+S Air x100 Big Bang Kamehameha 540×54 UDV All 25+3 Until L 1-? All


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 on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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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Gogeta (SS4)
Ambox notice.png To edit frame data, edit values in DBFZ/SS4 Gogeta/Data.

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