DBFZ/Bardock/Frame Data

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Bardock


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
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.


System Data

Normal Moves

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 6 3 16 -3 2 15
5LL 700 All 11 3 18 -5 2 15 GBounce GBounce
5LLL 1000 U3+ All 13 3 17 -4 1-15 Head 4 15 Launch
5M 700 All 12 4 16 -4 2 15
5H 850 / 1000 U1 All 15 3 21 -8 4 15 Launch 22
5S 500 All 13 Total 37 -4 20 Launch 25
2L 400 Low 7 3 13 -4 1 11
2M 700 Low 10 3 18 -5 2 15 Launch 22
2H 850 / 1000 U1+ All 13 3 28 -15 4-15 Head 4 15 Launch 22 / 39
6M 850 High 24 6 4+6L ±0 3 15 18 23
j.L 400 High 6 3 13 1
j.M 500×2 High 8 2(8)2 13 2
j.H 850 / 1000 D1+ [D3+] High 13 4 19 3
j.S 500 All 13 Total 34+5L
j.2H 850 U1+ All 12 4 22 3 / 39


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 L Rebellion Spear 900 All 10 7 20 -5 3
236M M Rebellion Spear 300,600
→1100
U1+ All 8 6(3)5 21+7L -16 4-21 Head 3 15 Launch
236H H Rebellion Spear 300,600
→300,1100
→1100
All 8 3~7,3,5 24 -5 3 Launch
j.236L Air L Rebellion Spear 900 All 10 7 17 3 Launch
j.236M Air M Rebellion Spear 300,600
→1100
U1+ All 12 Until L(2)3 28 -5 3 25 Launch
j.236H Air H Rebellion Spear 300,600
→300,1100
→1100
All 8 3~7,3,5 24 -5 3 Launch
214L L Raging Meteor 50×4, 1000 D1 All×4, High 10 10(4)5 16 -5 15 Launch
214M M Raging Meteor 50×6, 1100 D1 All×6, High 8 15(4)5 16 -5 15 Launch
214H H Raging Meteor 50×6, 1300 D1 All×6, High 7 14(1)5 16 -5 15 Launch
j.214L Air L Raging Meteor 50×4, 900 D1 All×4, High 11 8(4)5 15
j.214M Air M Raging Meteor 50×6, 1000 D1 All×6, High 19 13 21
j.214H Air H Raging Meteor 50×6, 1200 D1 All×6, High 8 13 15
236S Tyrant Lancer 1000 / 600×2 U1+ All 26~34 2 21 +4 26 Launch
236[S] Tyrant Lancer (Charged) 1500 / 800×2 U1+ All 35~48 2 21 +8 26 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 Rebellion Spear 800 All 21 +27
Assist B Tyrant Lancer 1000 All 35 +46
Assist C Rebellion Combination 300, 600, 400 All 61 [21] +35


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 Riot Javelin 2200 [1100] UDV All 10+4 Total 72 -21 10-21 All
j.236L+M Air Riot Javelin 2200 [1100] UDV All 10+4 Total 72 10-21 All
236H+S Saiyan Spirit 1318, 1590 UDV All 4+6 1(2)2 33 [41] -19 [-26] 1-14 All
j.236H+S Air Saiyan Spirit 1318, 1590 UDV All 4+6 1(2)2 Until L 1-14 All
214L+M Revenge Assault 4248 UDV All 9+3 12 27 -14 1-23 All
j.214L+M Air Revenge Assault 4248 UDV All 9+3 12 Until L 1-23 All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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

Navigation

Bardock
Ambox notice.png To edit frame data, edit values in DBFZ/Bardock/Data.

System Explanations

Essentials
HUDControlsFAQTraining Mode
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch NotesTier ListsOddities

Mechanics Glossary