DBFZ/Trunks/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 All - 6 3 14 -5 - 5% - B 1 11 16 16
5LL 700 All - 11 3 20 -7 - 7% - B 2 15 18 18
5LLL 1000 All U3+ 13 6 21 -7 13-18 All 12% - B 3 / 4 15 Launch 30
5M 700 All - 9 3 22 -9 - 7% - B 2 15 18 18
5H 850 / 1000 All U1 13 2 31 -17 13-16 Ki Blasts 12% - B 4 15 Launch 22 / 39 + WSplat
5S 600 All - 15 - Total 59 -5 - 6% - P1 - 15 Launch 20
2L 400 All - 6 3 14 -5 - 5% - B 1 11 16 16
2M 700 Low - 12 9 17 -10 - 7% - F 2 15 Launch 22
2H 850 / 1000 All U1+ 15 2 32 -18 4-16 Head, 15-16 Ki Blasts 12% - B 4 15 Launch 22 / 39
6M 850 High - 24 6 4+6L ±0 24-29 Ki Blasts 12% - B 3 15 18 23
j.L 400 High - 6 3 12 - - 5% - H 1 11 16 16
j.M 700 High - 10 5 17 - - 7% - H 2 15 18 18
5LLLLLLL 850 / 1000 High D3+ 13 3 29 - 13-17 Ki Blasts 12% - H 3 / 4 15 20 60 / 34 + WBounce
j.H 850 / 1000 High D1+ 13 3 29 - 13-17 Ki Blasts 12% - H 3 / 4 15 20 60 / 59 + Slide 34
  • Removes landing recovery on Smash hit
j.S 600 All - 16 - Total 50 - - 6% - P1 - 15 Launch 20
Cyclone Buster
Cyclone Jump > S
600 All - 10 - Total 48+6L - - 6% - P1 - 15 Launch 26+3
j.2H 850 All U1+ 13 3 24 - - 12% - H 3 15 Launch 20 / 39

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.
Shining Slash
236L/M/H
1100 High D1 26 3 11+4L -5 - 2% / 2%*6 - B 3 15 Launch 80 / 79 + Slide 34
1240 High D1 32 3 6+4L +2 - 2% / 2%*10 - H 3 15 Launch 80 / 79 + Slide 39
1650 High D1 24 3 11+4L -5 - -50% - B 3 15 Launch 80 / 79 + Slide 44
  • Fixed hitstun
Shining Slash (Air)
j.236L/M/H
1000 High D1 22 3 17 - - 2% / 2%*6 - H 3 15 Launch 80 / 79 + Slide 34
1140 High D1 26~Until L 3 17 +2 - 2% / 2%*10 - H 3 15 Launch 80 / 79 + Slide 39
1350 High D1 20 3 17 - - -50% - H 3 15 Launch 80 / 79 + Slide 44
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
  • Stays in startup until he gets close to the opponent or touches the ground
  • On whiff, minimum active is 1
Cyclone Jump
214L/M/H
- - - 14 21 3+6L - - 0% - - - - - -
- - - 14 21 3+6L - - 0% - - - - - -
- - - 11 40 4 - - -50% - - - - - -
  • Airborne from frame 3
  • L/M versions can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
  • H version can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 11
Cyclone Jump (Air)
j.214L
- - - 14 21 4+6L - - 0% - - - - - -
- - - 14 21 4+6L - - 0% - - - - - -
- - - 11 40 4 - - -50% - - - - - -
  • L/M versions can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
  • H version can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 11
Masenko
236S
262*5 All - 18 25 21 -16 - 2.4%*5 - P2 - 15+2*5 Launch 25+2 + WSplat*5
  • Enters recovery on hit/block
  • On whiff, recovery is 21
Change the Future
214S
900 All U1+ 19 1, 12 8 -5 1-20 Ki Blasts 12% - B, P2 3 15, 10+4 Launch 20, 20+4 / 59 + CSplat
Change the Future (Feint)
214[S]
- - - - - Total 26 - 1-10 Ki Blasts 0% - - - - - -

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
Change the Future
800 All - 31 12 61 +14 17-36 Ki Blasts 0% - P2 - 10+4 Launch 30+10
Assist B
Masenko
200*5 - - 35 - - +30 - 0% - P2 - 15+2*5 Launch 25+2 + WSplat*5
Assist C
Flurry Slash
450*2, 400 All - 46 [21] 4(8)2(17)2 - +50 - 0% - - - 15+8, 15+15 20+13, Launch / 20+13, Launch 20+13, 35+20 / 20+13, 35+20, +16
  • 3rd attack only comes out if either of the first 2 hits.

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.
Burning Attack
236L+M or 236H+S
2200 All UDV 9+4 - Total 63 -27 9-18 All -100% - P3 - 15+15 Launch 40+15
  • Minimum damage: 814
  • Fixed hitstun
  • Enters recovery on hit/block
  • On whiff, total animation is 63
Heat Dome Attack
214L+M or 214H+S
4863 Throw UDV 9+3 1 37 Throw [+28] 1-14 All -300% - - - - Launch Down
  • Minimum damage: 0, 35*49
  • Fixed hitstun

Sources

Navigation

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