DBFZ/SSB Goku/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. 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 5 - B All - 6 4 11 -3 - 11 16 16 -
5LL 700 7 - F Low - 10 3 19 -6 - 15 Launch 25 -
5LLL 1000 12 - B High U3+ 26 3 18 -5 - - Launch 34 -
5M 700 7 - B All - 10 3 21 [15] -8 [-2] - 15 18 18 -
5H 850 12 - B All U1 14 6 18 -8 - 15 Launch 22 / -
5S 350*6 - - P1 All - 13 X{(9)X}*5 24 -4 - 20 23 25 -
2L 400 5 - F Low - 7 3 13 -4 - 11 16 16 -
2M 700 7 - F Low - 10 6 15 -5 - 15 Launch 22 -
2H 850 12 - B All U1+ 14 3 23+7L -17 - 15 Launch 22 / 39 4-16 Head
6M 850 12 - B3 High - 24 6 4+6L 0 - 15 18 23 -
j.L 400 5 - H High - 6 4 11 - - 11 16 16 -
j.M 700 7 - H High - 10 3 14 - - 15 18 18 -
5LLLLLLL 850 / 1000 12 - H High D2+ 13 6 21 - - 15 22 - -
j.H 850 / 1000 12 - H High D1+ 13 6 21 - - 15 22 - -
  • Removes landing recovery on Smash hit
j.S 600 - - P1 All - 13 - Total 40+7L - - 20 23 25 -
  • Landing recovery applies from frame 9
j.2H 850 12 - H All U1+ 11 4 23 - - 15 Launch 22 / 39 -

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. 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Divine Void Strike
236L 900 - - B All - 9 6 23 -5 - 22 Launch - 4-14 Ki Blasts

Projectile Lvl 1 invuln during active frames

j.236L 900 - - H All - 9 6 23 - - 23 Launch - 4-14 Ki Blasts

Projectile Lvl 1 invuln during active frames

236M 1200 - - B All U1+ 17 10 23 -5 - - Launch - 4-26 Ki Blasts

Projectile Lvl 1 invuln during active frames

j.236M 1000 - - H All U1+ 17 10 23 - - - Launch - 4-26 Ki Blasts

Projectile Lvl 1 invuln during active frames

236H 1400 -100 - H All U1+ 28~32 10 23 -5 - - Launch - 1-37~41 Ki Blasts, 13-25~29 All

Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28

j.236H 1400 -100 - H All U1+ 28~32 10 23 -5 - - Launch - 1-37~41 Ki Blasts, 13-25 All

Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28

Super God Shock Flash
214L 1200 [800] / 1200 - - T [B] Throw [All] D2 17 1[(7)3] [18] [-5] - 14 Launch - -

Teleport frames 33-35, no counterhit state during recovery

214M 1200 - - T Throw U1+ → D2 30 1 25 - - - Launch - -

Counterhit state during recovery

214H 1200 [800] / 1300 -100 - T [B] Throw [All] U1+ → D2 28 1[(7)3] [18] [-5] - 15 Launch - -

Teleport frames 36-38, no counterhit state during recovery

Dragon Flash Kick
j.214L 900 - - H All - 13 Until L 20 - - - - - -

Remains active until Goku lands

j.214M 1000 - - H All D1 18 Until L 23 - - - - - -

Remains active until Goku lands

j.214H 900 / 900,400*2 -100 - H All D1 11 Until L 23 - - - - - -

Remains active until Goku lands

Instant Transmission
236S
or j.214S
900 - - H All D1 39 4 22 +1 - - - - 16-20 All

Teleport frames 17-21

214S
or j.214S
900 - - H All D1 35 4 22 +1 - - - - 16-20 All

Teleport frames 17-21

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. 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Assist A
Dragon Flash Kick
800 - - B All - 35 7 40 +29 - 29 - - -
Assist B - - - - - - 26 - - 29 - 29 - - -
Assist C - - - - - - 60 - - 35 - 35 - - -

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. 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
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. 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Extreme Speed Kamehameha
236LM
or 236HS
250*10 -100 - P3 All UDV 10+4 45 42 -26 - - - - 10-21 All

Non-invuln teleport frames 6-7, invuln frames 9-20

j.236LM
or j.236HS
250*10 -100 - P3 All UDV 10+4 45 48 - - - - - 10-21 All

Non-invuln teleport frames 6-7, invuln frames 9-20

x10 Kaioken Kamehameha
214LM
or 214HS
4220 -300 - B All UDV 9+3~8 5 29 -18 - - - - 1-16~21 Full

Invuln startup through active frames (1-16)

Evolved Attack
x10 Kaioken > Hold Buttons 1710 -200 - - - - - - - - - - - - -

Invuln startup through active frames (1-16)

Sources[edit]

Navigation[edit]


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