DBFZ/Yamcha/Frame Data

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System Data


Normal Attacks

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

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

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
Wolf Fang Fist
200, 140*3, 210 All - 19 20 48 +40 - 0% - B - - - -
Assist B 200*5 All - 35 25 63 +30 - 0% - P2 - 15+2*5 Launch 25+2 + WSplat*5
Assist C 100, 70*4, 400*2 All - 41 [21] - Total 116-165 +50 - 0% - B - 50 (23 2nd hit) Launch 91

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.
Spirit Ball
236L+M or 236HS
1300, 200*0~5 All UDV - - - -23 - -100 - P3 - - - -
Ultimate Wolf Fang Fist
214L+M or 214HS
4015 All UDV +3 - - -15 [+11] 1- All -300 - B - - - -

Z Combo Table

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

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