DBFZ/Yamcha/Frame Data

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< DBFZ‎ | Yamcha
Revision as of 06:19, 28 September 2021 by Shtkn (talk | contribs) (moving to cargo)

System Data


Normal Attacks

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 7 3 12 -3 11 16 16
5LL 700 All 9 4 16 -4 15 18 18
5LLL 80×4, 1000 U3+ All 15 [1 (5)]×4, 1 20 -5 15 Launch 34
5M 700 All 18 2 14 0 4-14 Non-low 15 18 18
5H 850/1000 U1 All 31 8 18 +4 4-20 All 15 Launch 23 / 40
5S 600 All 14 19 +1 21 Launch 26
2L 400 All 6 3 9 0 11 16 16
2M 700 All 10 3 18 -5 15 Launch 23
2H 700×2 / 700,850 U1+ All 13 2 (8) 6 23 -24 (1st hit), -13 (2nd hit) 4- Head 15 Launch 23 / 40
2S 600 All 19 21f (10f in air cancel) 21 Launch 26
6M 850 High 24 6 4+6 After landing 0 16 19 23
j.L 400 High 6 3 11 16 16
j.M 700 High 9 4 15 18 18
j.H 850 [1000] [D3+] High 15 7
j.S 850 High 13 19 +2 21 Launch 26
j.2H 850 All 12 Until Landing 20L -12 ~ -5

Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L Wolf Fang Fist 220×5 All 11 [1 (4)]×4, 1 20 -5 15 18 18
236M Reverse Wolf Fang Fist 400×2, 220×3 All 32f (sideswap), 25f (no sideswap) [1 (4)]×4, 1 20 -5 15 18 18
WFF 5L L Wolf Fang Fist: Pack Attack 220×7 All 8 [1 (3)]×6, 1 20 -5 15 18 18
WFF 5M M Wolf Fang Fist: Pack Attack 220×8 All 18 [1 (3)]×7, 1 20 -5 15 18 18
WFF 6L L Wolf Fang Fist: Finisher 1200 All 12 3 18 -5
WFF 6M M Wolf Fang Fist: Finisher 1500 D1 All 18 3 25 -5
WFF 5H Wolf Fang Fist: Flash 1200 U1+ All 7 10 30 -5
WFF 5S Wolf Fang Fist: Whiskers 30 Total (cancel to 6L/M on frame 22 and H on 17)
19 Total from 4S (cancel on frame 13)
WFF 4S Wolf Fang Fist: Tail 14 Total
236H Neo Wolf Fang Fist 80×10, 380×2 U1+ All 7 [1 (4)]×3, 1 22 -5 Launch
214L L Wolf Fang Fist: Gale Claws 50×7, 700 All 9 7 (15) 2 19 -3 4- Head
214M M Wolf Fang Fist: Gale Claws 50×7, 800 D1 All 13 7 (15) 2 19 -3 4- Head
214H H Wolf Fang Fist: Gale Claws 50×7, 900 D1 All 9 7 (15) 2 19 +4 1- Head
j.214L Air L Wolf Fang Fist: Gale Claws 50×7, 700 All 9 7 (15) 2 19 4- Head
j.214M Air M Wolf Fang Fist: Gale Claws 50×7, 800 D1 All 13 7 (15) 2 19 4- Head
j.214H Air H Wolf Fang Fist: Gale Claws 50×7, 900 D1 All 9 7 (15) 2 19 1- Head
236S Kamehameha 262×5 All 26 25 21 -4 Launch

Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Wolf Fang Fist 200×4, 300 All 19 20 48 +45
Assist B Kamehameha 200×5 All 34 25 63 +30 15+2×5 Launch 25+2 + WSplat*5
Assist C Wolf Fang Fist: Pack Attack 100, 70×4, 400×2 All 35 [20] Total 116-165 +55 50 (23 2nd hit) Launch 91

Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Spirit Ball 1300, 200×0~5 UDV All 9+4 -23
214L+M Ultimate Wolf Fang Fist 4015 UDV All 9+3 -15 1- All

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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