DBFZ/UI Goku/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 - 7 6 19 -9 - 5% - B 3 - - -
  • Clash level: 1
5LL 700 All - 14 4 17 -5 4-17 Low 12% - H 3 - - -
  • Clash level: 2
5LLL 300, 800 Throw U3+ 11 1 20 - - 7%*2 - B 4 - - -
5M 700, 400 All, Low - 10 5(10)4 17 -5 - 7%*2 - B 2 - - -
5H 850 / 300,700 All U1 15 4 26 -13 - 12% / 8%*2 - B 4 - - -
5S 600, 100*3 All - 21 5 26 -5 - 5%, 0.5%*3 - P1 3 - - -
2L 400 Low - 7 3 13 -4 - 5% - F 1 - - -
2M 700 Low - 13 4 19 -7 - 7% - F 2 - - -
2H 400*2 / 400,850 All U1+ 13 4(16)2 21 -16 4-16 Head 12%*2 - B 4 - - -
2S 800 All - 21 5 30 -9 - 7% - P1 3 - - -9
6M 850 High - 24 6 4+6L ±0 - 12% - B 3 15 18 23
6H
Catch
- - - - - Total 56 - 4-33 Non-throw, non-Super - - - - - - -
6H
Counter
- - - - - Total 4+9
[Total 4+4]
- 1-15 All
[1-10 All]
- - - - - - -
6S 200*2, 750*2 All - 12 8,13(14)X Total 83 -13 4-49 Ki Blasts 4%*2, 5%*2 - B, P1 2*2, 3*3 - - -
j.L 400 High - 6 3 12 - - 5% - H 1 - - -
j.M 700 High - 11 4 18 - - 7% - H 2 - - -
5LLLLLLL 850 / 1000 High D3+ 13 4 16 - - 12% - H 3 / 4 - - -
j.H 850 / 1000 High D1+ 13 4 16 - - 12% - H 3 / 4 - - -
  • Removes landing recovery on Smash hit
j.S 600, 100*3 All - 18 5 32+10L - - 5%, 0.5%*3 - P1 3 - - -
j.2H 850 All U1+ 13 4 24 - - 12% - H 3 - - -

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.
Godly Display
236L/M/H
1064 All U1+ 16 2 16 -2 16-19 All 12% / 1%*9 / 1%*12, 5% - B 3 - - -
1280 All U1+ 28 1 21 -2 28-35 All 12% / 1%*9 / 1%*12, 5% - B 3 - - -
1496 All U1+ 16 1 17 -2 16-19 All -50% - B 3 - - -
Autonomous Fist
j.236L/M/H
820 All - 11 3*7 15(+10L) - - 1%*7, 6% - H 3 - - -
980 All D1 15 3*7 15(+10L) - - 1%*8, 6% - H 3 - - -
1540 All D1 11 3*7 15(+10L) - - -50% - H 3 - - -
Unencumbered Mind
214[L]/[M]/[H]
- - - - - Total 59 - 4-52 Projectiles - - - - - - -
- - - - - Total 99 - 4-92 Projectiles - - - - - - -
- - - - - Total 93 - 4-18 All, 19-86 Projectiles -50% - - - - - -
Godly Strike
214L
400 / 1000 All D1 31 5 23(+3L) +3 4-19 Projectiles 12% - H 3 - - -
Godly Strike (Air)
j.214L
400 / 1000 All D1 28 [21~34] 5 23(+3L) +3 - 12% - H 3 - - -
Godly Strike (Followup)
214[X] > L
400 / 1000 All D1 19 5 23(+3L) +3 - 12% - H 3 - - -
Transcendence
214M
1200 Throw U2+ 31 1 31 - 4-25 Projectiles 2%*6 - B 3 - - -
Transcendence (Air)
j.214M
1200 Throw U2+ Until L+9 1 31 - - 2%*6 - B 3 - - -
Transcendence (Followup)
214[X] > M
1200 Throw U2+ 27 1 31 - - 2%*6 - B 3 - - -
Embodied Light
214H
1200 All U1+ 18 3 29+10L -5 4-20 All -50% - B 3 - - -
Embodied Light (Air)
j.214H
1200 All U1+ 9 3 41+10L - 4-11 All -50% - H 3 - - -
Embodied Light (Followup)
214[X] > H
1200 All U1+ 10 [8] 3 29+10L -5 1-12 [1-10] All -50% - B 3 - - -
Kamehameha
236S
262*5 All - 26 - - -18 - 2.4%*5 - P2 3 - - -
Kamehameha (Air)
j.236S
262*5 All - 26 - - - - 2.4%*5 - P2 3 - - -
Kamehameha
214[X] > S
262*5 All - 24 - - -5 1-48 Projectiles 2.4%*5 - P2 3 - - -
Rising Heat
22S
400, 700 All - 12 14, X Total 77 -31 1-29 Head 8%*2 - P1 3 - - -
Unrestrained Will
Recover > [L+M]
1000 All D1 30 5 50(+15L) -30 1-30 All 12% - H 3 - - -

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 400, 600 All - 26 - - +25 Head 0% - P1 3 - - -
Assist B 200*5 All - 41 - - +30 - 0% - P2 3 +30 - -
Assist C 800, 400 All - 51 [21] - - +25 Full 0% - B 3 - - -

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.
Accelerating Battle Spirit
236L+M
250*10 All UDV 19+4 [6+4] - - -55 19- All -100% - - 4 - - -
Accelerating Battle Spirit (Air)
j.236L+M
250*10 All UDV 19+4 [6+4] - - -57 - -100% - - 4 - - -
Unpolished Instinct
Accelerating Battle Spirit > X
809 All UDV - - - - - -100% - - - - - -
Guiding Impulse
236H+S
2659 Throw - - - Total 70 - 1-45 Non-throw, non-Super -100% - - - - - -
Guiding Impulse (Air)
j.236L+M
2659 Throw - - - Until L - 1-45 Non-throw, non-Super -100% - - - - - -
Silver Dragon Flash
214L+M
4359 All UDV 9+3 - - -25 1-15 All -300% - - - - - -
Silver Dragon Flash (Air)
j.214L+M
4359 All UDV 9+3 - Until L - 1-15 All -300% - - - - - -

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 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/UI Goku/Data.