
Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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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.
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 | ||||||||||||||||||||||||||||||
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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 | 500 | All | 10 | 4 | 19 | -7 | 2 | |||||||
5LL | 700 / 0,700 | All | 15 | 1 | 26 | -11 | 2 | |||||||
5LLL | 400, 100, 500 | U3+ | 1 | |||||||||||
5M | 700 | All | 15 | 4 | 23 | -11 | 2 | |||||||
5H | 850[1150] / 1000[1300] | U1 | All | 15~38 | 7 | 31 | -16 | 10-21~44 Armor | 4 | |||||
5S | 300×5 | All | 12 | P{(10)P}×4 | 27 | -7 | ||||||||
2L | 500 | All | 6 | 4 | 20 | -8 | 2 | |||||||
2M | 700×1~4 | Low | 14 [21] | 4 | 19 | -7 | 2 | |||||||
2H | 850 / 1000 | U1+ | All | 15 | 3 | 27 | -14 | 4-19 Head | 4 | |||||
2S | 900 | All | 24 | Total 71 | -18 | |||||||||
6M | 850 | High | 24 | 6 | 4+6L | ±0 | 3 | 15 | 18 | 23 | ||||
6H | 1300 | U2 | Throw | 28 | 1 | 33 | ||||||||
j.L | 500 | High | 8 | 6 | 11 | 2 | ||||||||
j.M | 700 | High | 11 | 4 | 14 | 2 | ||||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 15 | 5 | 19 | 3 | |||||||
j.S | 100×2, 300, 700 | All | 13 | 12,2,Until ground, | Total 65+10L | |||||||||
j.2H | 850 | U2 | Throw | 13 | 3 | 32+7L |
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 Raging Quake | 100,100,800 / 100,100,300 / 0,600,400 | U1+ | All | 12 | 3,2 | Total 45 | -5 | 3 | ||||||
236M | M Raging Quake | 100,100,800 / 100,100,300 / 0,700,400 | U1+ | All | 17 | 4,2 | Total 51 | -5 | 3 | ||||||
236H | H Raging Quake | 100,800,1200 / 100,800,1200 / 0,800,1200 | U1+ | All | 12 | 3,2 | -5 | 3 | |||||||
j.236L | Air L Raging Quake | 100,100,800 / 100,100,300 / 0,600,400 | U1+ | All | 13 | -5 | 3 | ||||||||
j.236M | Air M Raging Quake | 100,100,800 / 100,100,300 / 0,700,400 | U1+ | All | 17 | -5 | 3 | ||||||||
j.236H | Air H Raging Quake | 100,800,1200 / 100,800,1200 / 0,800,1200 | U1+ | All | 13 | -5 | 3 | ||||||||
214L | L Gigantic Fury | 0,200×3 / 0,400,300×3,500 | U1+ → D2 | Throw | 24 | 3 | 21 | ||||||||
214M | M Gigantic Fury | 0,200×3 / 0,400,300×3,500 | U1+ → D2 | Throw | 12 | 3 | 23 | 4-14 Head | |||||||
214H | H Gigantic Fury | 0,500×3 / 0,400×3,200×2,500 | U1+ → D2 | Throw | 22 [12] | 1 [3] | 21 [23] | 1-24 [1-14] Head | |||||||
236S | Eraser Blow | 300,1100 / 0,1100 / 0,700,900 | D1 | All | 17 | 1(2)P | Total 46 | -5 | 4-21 Armor | 3 | |||||
214S | Gigantic Heave | 300×2, 50×7, 300 | U1+ | Throw | 16 | 5 | 16 |
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 | Raging Quake | 800 | All | 35 | 3, 3, 3, 3 | +36 | Launch | ||||||||
Assist B | Eraser Blow | 800 | All | 25 | +30 | ||||||||||
Assist C | Blaster Cannon | 800, 400 | All | 35 [20] | +32 |
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 | Gigantic Charge | 800, 2000 | UDV | All | 9+4 | 4~15 | 62 | -50 | 9-16~26 All | ||||||
j.236L+M | Gigantic Impact | 1000×1~3 | All | 9+4 | 16 | 37L; 44+7L | 9 All 10-? Guard All | ||||||||
j.236L+M > L+M | Omega Blaster | 550×6 | UDV | All | 5+3 | 1-19 All | |||||||||
236H+S | Meteor Shower | 1800, 100×31, 300×19 | UDV | All | 9+2 | 38,P | Total 94+25L | -50 | 1-12, 92-95 All | ||||||
j.236H+S | Air Meteor Shower | 1800, 100×31, 300×19 | UDV | All | 9+2 | 38,P | Total 94+25L | -50 | 1-12, 92-95 All | ||||||
214L+M | Gigantic Roar | 801, 258×15 | UDV | All | 10+3 | 10 | 31 | -25 | 1-22 All |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | DR, Jump[-], Sp |
5LL | 5LLL[-] | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L[2] | 5L | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
5M | - | 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
2M[4] | - | 5M, 2M* [+], 6M | 5H, 2H, 6H | 5S, 2S | Sp |
6M | - | - | - | - | - |
5H | - | - | 2H | 5S, 2S | Sp |
2H | - | - | - | - | Sp |
6H | - | - | 5H, 2H | 5S, 2S | Sp |
5S | - | - | 5H, 2H | 2S | Sp |
2S | - | - | 5H, 2H | - | Sp |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
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 | Sp |
j.S | - | - | - | - | Sp |
- 5L and 2L can only be done a max of 2 times per string total
- 2M can only be done 2 times when cancelling from or to 5M
- For example, 5M > 2MM and 2MM > 5M work, but 2MMMM > 5M does not
- 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

To edit frame data, edit values in DBFZ/DBS Broly/Data.