DBFZ/Yamcha/Frame Data

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System Data[edit]


Normal Attacks[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 - 7 3 12 -3 - 11 16 16 -
5LL 700 7 - B All - 9 4 16 -4 - 15 18 18 -
5LLL 80*4, 1000 - - B All U3+ 15 [1 (5)]*4, 1 20 -5 - 15 Launch 34 -
2L 400 5 - F All - 6 3 12 -3 - 11 16 16 -
5M 700 7 - B All - 18 2 14 0 - 15 18 18 -
2M 700 7 - F All - 10 3 18 -5 - 15 Launch 23 -
6M 850 12 - B High - 24 6 4+6 After landing 0 - 16 19 23 -
5H 850 12 - B All U1 31 8 18 4 - 15 Launch 23 / 40 -
2H 700*2 6*2 - B All U1+ 13 2 (8) 6 23 -24 (1st hit), -13 (2nd hit) - 15 Launch 23 / 40 4- Head
5S 600 6 - P1 All - 14 - 19 +2 - 21 Launch 26 -
j.L 400 5 - H High - 6 3 - - - 11 16 16 -
j.M 700 7 - H High - 9 4 - - - 15 18 18 -
j.H 850 12 - H High - 15 7 - - - - - - -
j.2H 850 12 - H High - 12 Until Landing 20L - - - - - -
j.S 850 12 - H High - 13 - 19 +2 - 21 Launch 26 -

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.
Wolf Fang Fist
236L 220*5 - - B All - 11 [1 (4)]*4, 1 20 -5 - 15 18 18 -
236M 400*2, 220*3 - - B All - 32f (sideswap), 25f (no sideswap) [1 (4)]*4, 1 20 -5 - 15 18 18 -
Pack Attack
Wolf Fang Fist > 5L 220*7 - - B All - 4 [1 (3)]*6, 1 20 -5 - 15 18 18 -
Wolf Fang Fist > 5M 220*8 - - B All - 16 [1 (3)]*7, 1 20 -5 - 15 18 18 -
Finisher
Wolf Fang Fist > 6L 1200 - - B All - 9 3 18 -5 - - - - -
Wolf Fang Fist > 6M 1500 - - B All D1 14 3 25 -12 - - - - -
Flash
Wolf Fang Fist > H 1200 -100 - B All U1 7 10 21 -5 - - - - -
Whiskers
Wolf Fang Fist > S - - - - - - - - 30 Total (cancel to 6L/M on frame 22 and H on 17), 19 Total from 4S (cancel on frame 13) - - - - - -
Tail
Wolf Fang Fist > 4S - - - - - - - - 14 Total - - - - - -
Neo Wolf Fang Fist
236H 80*10, 380*2 -100 - B All U1 11 [1 (4)]*3, 1 22 -5 - - Launch - -
Wolf Fang Fist: Gale Claws
214L 50*7, 700 - - B All - 9 7 (15) 2 19 -4 - - - - 4- Head
214M 50*7, 800 - - B All D1 13 7 (15) 2 19 -7 - - - - 4- Head
214H 50*7, 900 -100 - B All D1 9 7 (15) 2 19 -7 - - - - 1- Head
j.214L 50*7, 700 - - H All - 9 7 (15) 2 19 -4 - - - - 4- Head
j.214M 50*7, 800 - - H All D1 13 7 (15) 2 19 -7 - - - - 4- Head
j.214H 50*7, 900 -100 - H All D1 9 7 (15) 2 19 -7 - - - - 1- Head
Kamehameha
236S 262*5 - - P2 All - 26 25 21 -4 - - Launch - -

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
Wolf Fang Fist
200, 140*3, 210 0% - B All - 20 20 48 +40 - - - - -
Assist B 200*5 0% - P2 All - 35 25 63 +30 - 15+2*5 Launch 25+2 + WSplat*5 -
Assist C 100, 70*4, 400*2 0% - B All - 41 [21] - Total 116-165 +50 - 50 (23 2nd hit) Launch 91 -

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.
Spirit ball
236L+M
or 236HS
1300, 200*0~5 -100 - P3 All UDV - - - - - - - - -
Ultimate Wolf Fang Fist
214L+M
or 214HS
4015 -300 - B All UDV +3 - - - - - - - 1- All

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 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 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[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 - - j.2H - Sp
5S - - 5H, 2H - Sp
2S - - - - -
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S - - - - Sp
  • 2H is Sp cancellable on each hit.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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]

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Navigation[edit]


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