DBFZ/SSB Gogeta/Frame Data

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System Data[edit]


Normal Moves[edit]

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 400*2 5*2 - - B1, B2 All - 6 - - -5 - - - - -
5LL 700 7 - - B2 All - 11 - - -10 - - - - -
5LLL 1000 12 - - H3 High U3+ 26 - - - - - - - -
5M 700 7 - - B2 All - 14 - - -8 - - - - -
5H 850 / 400,600 12 / 8,8 - - B6 All U1 13-18 - - -13 - - - - -
5S 900 7 - - P2 All - 20 - - -24 - - - - -
2L 500 7 - - F1 Low - 11 - - -8 - - - - -
2M 700 7 - - F2 Low - 15 - - -13 - - - - -
2H 850 12 - - B4 All U1+ 15 - - - - - - - -
2S 900 7 - - P2 All - 26 - - - - - - - -
6M 850 12 - - B3 High - 24 6 10 0 - - - - -
j.L 400 5 - - H1 High - 6 - - - - - - - -
j.M 400*3 4*3 - - H2 High - 10 - - - - - - - -
j.H 850 12 - - H3 All U1 17 - - - - - - - -
j.S 900 7 - - P2 All - 20 - - - - - - - -
j.2H 850 12 - - H3 High D1 18 - - - - - - - -
j.2S 900 7 - - P2 All - 22 - - - - - - - -

Special Moves[edit]

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.
Soul Strike
236L 650 5 - - B2 All - 12 - - -8 - - - - -
236M 700 5 - - B2 All - 17 - - -8 - - - - -
236H 750*2,900 / 750*2,900,400 -100 - - B2 All*2, High D1, U1 13 - - -5 - - - - -
j.236L 650 5 - - B2 All - 12 - - - - - - - -
j.236M 700 5 - - H2 All - 17 - - - - - - - -
j.236H 750*2,900 / 750*2,900,400 -100 - - H2 All*2, High D1, U1 13 - - - - - - - -
Soul Strike Follow-Up 1
Soul Strike > L 650 5 - - B2 All - 10 - - - - - - - -
Soul Strike > M 700 5 - - B2 All - 16 - - - - - - - -
  • Head property if used in the air.
Soul Strike Follow-Up 2
Soul Strike Follow-Up 1 > L 850 5 - - B3 All D1 15 - - -5 - - - - -
Soul Strike Follow-Up 1 > M 900 5 - - B3 High D1 17 - - -5 - - - - -
Soul Strike Follow-Up 1 > H
or Soul Strike > H
900 / 900,400 -100 - - B3 High D1, U1 12 - - -5 - - - - -
  • Head property if used in the air.
Rising Vortex
214L 150*3, 600 3*4 - - B2 All - 9 - - - - - - - -
214M 150*5 / 150*5,1000 3*5 / 3*6 - - B2 All U1+ 16 - - - - - - - -
214H 1000 / 550,1000 -100 - - B6 All U1+ 9 - - -22 - - - - -
j.214L 150*3, 600 3*4 - - H2 All - 9 - - - - - - - -
j.214M 150*5 / 150*5,1000 3*5 / 3*6 - - H2 All U1+ 12 - - - - - - - -
j.214H 150*7 / 150*7,1000 -100 - - H2 All U1+ 9 - - - - - - - -
Multiplex Afterimage
236S 262*5 / 262*5,500 2.4*5 / 2.4*5,12 - - P2, H3 All / All*5, High D1 34 - - -5 - - - - -
236[S] - - - - - - - - - Total 45 - - - - - -
Punisher Drive
214S 180*5, 1188 3*5, 12 - - B6 Throw U1 25 - - - - - - - -

Z Assists[edit]

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
j.H
800 0 - - H3 All - 35 - - +29 - +29 - - -
Assist B - - - - - - - 26 - - 21 - 21 - - -
Assist C - - - - - - - 60 - - 31 - 31 - - -

Super Moves[edit]

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.
God Punisher
236LM 2018 -100 - - P3 All UDV 10+4 - - -24 - - - - -
Stardust Breaker
God Punisher > X 1214 -100 - - - - UDV - - - - - - - - -
Stardust Fall
j.236LM 2380 -100 - - P3 All UDV 9+4 - - - - - - - -
Big Bang Kamehameha
236HS 285*9, 307 -100 - - P3 All UDV 10+4 - - -33 - - - - -
j.236HS 285*9, 307 -100 - - P3 All UDV 10+4 - - - - - - - -
Meteor Explosion
214LM
or 214HS
4354 -300 - - B5 All UDV 10+3 - - -29 - - - - -
Ultimate Kamehameha
Meteor Explosion > X 2000 -200 - - - - UDV - - - - - - - - -

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L[2] 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - j.2H j.S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S[5S] - - j.2H j.2S Sp
j.2S[2S] - - j.2H j.S Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • 5L is Jump and Sp cancellable on each hit
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[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/SSB Gogeta/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.
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System Explanations

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