DBFZ/SSB Gogeta/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*2 All - 6 - - -3 - 5*2 - B1, B2 - - - -
5LL 700 All - 11 - - -10 - 7 - B2 - - - -
5LLL 1000 High U3+ 26 - - - - 12 - H3 - - - -
5M 700 All - 11 - - -8 - 7 - B2 - - - -
5H 850 / 400,600 All U1 13-18 - - -13 - 12 / 8,8 - B6 - - - -
5S 900 All - 18 - - -24 - 7 - P2 - - - -
2L 500 Low - 11 - - -5 - 7 - F1 - - - -
2M 700 Low - 12 - - -13 - 7 - F2 - - - -
2H 850 All U1+ 15 - - -20 - 12 - B4 - - - -
2S 900 All - 26 - Total 75+10L -24 - 7 - P2 - - - -
6M 850 High - 24 6 10 0 - 12 - B3 - - - -
j.L 400 High - 6 - - - - 5 - H1 - - - -
j.M 400*3 High - 10 - - - - 4*3 - H2 - - - -
j.H 850 All U1 13 - - -20 - 12 - H3 - - - -
j.S 900 All - 18 - Total 67+10L -24 - 7 - P2 - - - -
j.2H 850 High D1 18 - - -5 - 12 - H3 - - - -
j.2S 900 All - 22 - Total 71+10L -24 - 7 - P2 - - - -

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

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
j.H
800 All - 35 - - +29 - 0 - H3 - +29 - -
Assist B - - - 26 - - 19-26 - - - - - 21 - -
Assist C - - - 60 - - 31 - - - - - 31 - -

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

Z Combo Table

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

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