Template:FrameDataGlossary-DBFZ: Difference between revisions

Template page
No edit summary
Line 21: Line 21:
|-
|-
! [[Glossary#Frame Data Related Terms|OnBlock]]
! [[Glossary#Frame Data Related Terms|OnBlock]]
|| The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based on the very first active frame of the move touching the opponent.
|| After blocking this attack, how soon can the attacker move compared to the defender.
*A positive value means the attacker can move first.
*A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.  
|-
|-
! [[DBFZ/Attack Attributes#Attack Attributes|Invuln]]
! [[DBFZ/Attack Attributes#Attack Attributes|Invuln]]

Revision as of 06:51, 16 January 2022

Glossary
Smash What kind of Smash properties this attack uses on hit.
Prorate How much additional proration this attack has.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.