DBFZ/Cooler/Frame Data

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< DBFZ‎ | Cooler
 Cooler

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.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


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 12 -3 1
5LL 700 All 11 3 20 -7 2
5LLL 850 / 500×2 U3+ All 16 3 18 -5 3
5M 700 All 10 2 21 -7 2 14
5H 850 / 400,100,500 U1 All 17 6 22 -1 4
5S 500 All 11 Total 26 -5 2
2L 400 All 7 3 9 0 1
2M 700 Low 13 2 23 -9 2
2H 850 / 1000 U1+ All 14 3 28 -11 4-16 Head 4
6M 850 High 24 6 4+6L ±0 3
6H 750 Low 15 3 18 -5 3
3H 750 All 19~28 3 23 -10 4-21~30 Head, 7-21~30 Projectiles 4
j.L 400 High 7 3 1
j.M 700 High 12 3 2
j.H 850 / 1000 D1+ [D3+] High 14 3 3
j.S 500 All 15 Total 27 2
j.2H 850 U1 All 15 3 3

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 Death Chaser 1280 High 24 5 21 -4 ~ -1 3
236M M Death Chaser 1490 D1 High 25 7 26 +1 ~ +5 3
236H H Death Chaser 1630 D1 High 24 5 37 +2 ~ +5 3
j.236L Air L Death Chaser 1120 High 20 Until L 28 -6 ~ -1 3
j.236M Air M Death Chaser 1330 D1 High 27 Until L 23 +1 ~ +5 3
j.236H Air H Death Chaser 1470 D1 High 20 Until L 22 ±0 ~ +5 3
214L L Death Breaker 900 All 10 8 47 -43 1-13 Head 3
214M M Death Breaker 950 All 18 10 46 -44 1-21 All 3
214H H Death Breaker 1000 All 10 10 46 -44 1-13 All 3
j.214L Air L Death Breaker 900 All 10 8 46 1-13 Head 3
j.214M Air M Death Breaker 950 All 14 10 46 1-17 All 3
j.214H Air H Death Breaker 1000 All 10 10 36 1-13 All 3
214X > L L Death Breaker Follow-up 500 D1 All 22 [24] 3
214X > M M Death Breaker Follow-up 500 D1 All 22 [24] 3
214X > H L/M &gt; H Death Breaker Follow-up 600, 900 D1 All 22 [24] 0
214H > H H &gt; H Death Breaker Follow-up 600, 900, 900 D1 All 22 [24] 0
236S Death Flash 270×5 All 23 25 21 -7 3
j.236S Air Death Flash 270×5 All 23 25 30 3
214S Death Shaker 1000 Low 18 5 31 -14 3

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 Death Breaker 800 All 25 10 +26 starting frame 10 3
Assist B Genocidal Uppercut 800 All 35 6 +29 Head/Projectile starting frame 17 3
Assist C Death Crasher 200×5, 400 All 35 [22] 25 +30 3

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 Death Crasher 2420 UDV All 5+4~9 8 37 -27 10=>17-22 All 4
j.236L+M Death Drop 800, 1200 UDV High 9+4 Until L -26 ~ -21 9-? All 4
214L+M Catch L+M Atomic Supernova (Counter) Total 71 1-42 Strike, Projectiles Guard
214L+M Attack L+M Atomic Supernova (Attack) 4020 UDV Throw 13 1 29 1-19 All
214H+S H+S Atomic Supernova 4770 UDV Throw 10+3 1-23 All
j.214L+M Air Atomic Supernova 4770 UDV Throw 10+3 Until L 1-23 All

Sources

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To edit frame data, edit values in DBFZ/Cooler/Data.
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