https://www.dustloop.com/wiki/index.php?title=Template:FullFrameDataHeader-DBFZ&feed=atom&action=historyTemplate:FullFrameDataHeader-DBFZ - Revision history2024-03-28T20:33:32ZRevision history for this page on the wikiMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=Template:FullFrameDataHeader-DBFZ&diff=415745&oldid=prevShtkn at 09:37, 22 October 20232023-10-22T09:37:29Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 09:37, 22 October 2023</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Recovery|Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Recovery|Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|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.}}]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! [[<del style="font-weight: bold; text-decoration: none;">Glossary</del>#<del style="font-weight: bold; text-decoration: none;">Frame_Data_Related_Terms</del>|{{Tt|Invul.|The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.}}]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! [[<ins style="font-weight: bold; text-decoration: none;">DBFZ/Mechanics</ins>#<ins style="font-weight: bold; text-decoration: none;">Attribute Invulnerability</ins>|{{Tt|Invul.|The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/Mechanics#Ki Gauge|{{Tt|Ki|The 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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/Mechanics#Ki Gauge|{{Tt|Ki|The 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.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/Damage#Damage Scaling|{{Tt|Prorate|Determines how the next attack's damage will be scaled.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/Damage#Damage Scaling|{{Tt|Prorate|Determines how the next attack's damage will be scaled.}}]]</div></td></tr>
</table>Shtknhttps://www.dustloop.com/wiki/index.php?title=Template:FullFrameDataHeader-DBFZ&diff=415744&oldid=prevShtkn at 09:36, 22 October 20232023-10-22T09:36:18Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 09:36, 22 October 2023</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! Version</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! Version</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! height="25px" |Damage</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! height="25px" |Damage</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<del style="font-weight: bold; text-decoration: none;">Defense</del>#<del style="font-weight: bold; text-decoration: none;">Blocking</del>|{{Tt|Guard|How this attack can be guarded.}}]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<ins style="font-weight: bold; text-decoration: none;">Mechanics</ins>#<ins style="font-weight: bold; text-decoration: none;">Guarding</ins>|{{Tt|Guard|How this attack can be guarded.}}]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<del style="font-weight: bold; text-decoration: none;">Attack Attributes</del>#Cinematic Attacks|{{Tt|Smash|Which type of cinematic this attack can trigger.}}]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<ins style="font-weight: bold; text-decoration: none;">Damage</ins>#Cinematic Attacks|{{Tt|Smash|Which type of cinematic this attack can trigger.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Startup|Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Startup|Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Active|Shows 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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Active|Shows 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.}}]]</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|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.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Invul.|The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Invul.|The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.}}]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<del style="font-weight: bold; text-decoration: none;">Gauges</del>#Ki Gauge|{{Tt|Ki|The 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.}}]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<ins style="font-weight: bold; text-decoration: none;">Mechanics</ins>#Ki Gauge|{{Tt|Ki|The 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.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/Damage#Damage Scaling|{{Tt|Prorate|Determines how the next attack's damage will be scaled.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/Damage#Damage Scaling|{{Tt|Prorate|Determines how the next attack's damage will be scaled.}}]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<del style="font-weight: bold; text-decoration: none;">Attack Attributes</del>#Attack Attributes|{{Tt|Attribute|Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.<br/></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<ins style="font-weight: bold; text-decoration: none;">Mechanics</ins>#Attack Attributes|{{Tt|Attribute|Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.<br/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''H''' - Head<br/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''H''' - Head<br/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''B''' - Body<br/></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''B''' - Body<br/></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''P''' - Projectile. Durability level will be listed<br/>}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''P''' - Projectile. Durability level will be listed<br/>}}]]</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<del style="font-weight: bold; text-decoration: none;">Attack Attributes</del>#Attack Level|{{Tt|Level|Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.}}]]</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>! [[DBFZ/<ins style="font-weight: bold; text-decoration: none;">Mechanics</ins>#Attack Level|{{Tt|Level|Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Blockstun|When 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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Blockstun|When 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.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Hitstun|When 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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Hitstun|When 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.}}]]</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Untech|When 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.}}]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>! [[Glossary#Frame_Data_Related_Terms|{{Tt|Untech|When 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.}}]]</div></td></tr>
</table>Shtknhttps://www.dustloop.com/wiki/index.php?title=Template:FullFrameDataHeader-DBFZ&diff=198448&oldid=prevShtkn: Created page with "! Version ! height="25px" |Damage ! How this attack can be guarded.}} ! DBFZ/Attack Attributes#Cinematic Attacks|{{Tt|Smash|Which type o..."2021-03-06T16:45:01Z<p>Created page with "! Version ! height="25px" |Damage ! <a href="/w/DBFZ/Defense#Blocking" title="DBFZ/Defense">{{Tt|Guard|How this attack can be guarded.}}</a> ! DBFZ/Attack Attributes#Cinematic Attacks|{{Tt|Smash|Which type o..."</p>
<p><b>New page</b></p><div>! Version<br />
! height="25px" |Damage<br />
! [[DBFZ/Defense#Blocking|{{Tt|Guard|How this attack can be guarded.}}]]<br />
! [[DBFZ/Attack Attributes#Cinematic Attacks|{{Tt|Smash|Which type of cinematic this attack can trigger.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Startup|Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Active|Shows 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.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Recovery|Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|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.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Invul.|The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.}}]]<br />
! [[DBFZ/Gauges#Ki Gauge|{{Tt|Ki|The 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.}}]]<br />
! [[DBFZ/Damage#Damage Scaling|{{Tt|Prorate|Determines how the next attack's damage will be scaled.}}]]<br />
! [[DBFZ/Attack Attributes#Attack Attributes|{{Tt|Attribute|Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.<br/><br />
'''H''' - Head<br/><br />
'''B''' - Body<br/><br />
'''P''' - Projectile. Durability level will be listed<br/>}}]]<br />
! [[DBFZ/Attack Attributes#Attack Level|{{Tt|Level|Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Blockstun|When 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.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Hitstun|When 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.}}]]<br />
! [[Glossary#Frame_Data_Related_Terms|{{Tt|Untech|When 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.}}]]</div>Shtkn