DBFZ/Fused Zamasu/Frame Data

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 Zamasu (Fused)

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 11 16 16
5LL 700 All 9 4 17 -5 2 15 18 18
5LLL 1000 U3+ Throw 11 1 23 Launch 34
5M 700 All 8 4 19 -7 2 15 18 18
5H 850 / 1000 U1 All 15 4 21 -9 4 15 Launch 23 / 39
5S 500 All 14 Total 36 -4 21 24 26
2L 400 Low 7 2 14 -4 1 11 16 16
2M 700 Low 11 3 18 -5 2 15 Launch 23
2H 850 / 1000 U1+ All 15 6 30 -20 4-20 Head, Projectiles 4 15 Launch 23 / 39
6M 850 High 24 6 4+6L ±0 3 16 19 23
j.L 400 High 7 6 15 1 11 16 16
j.M 700 High 10 4 15 2 15 18 18
j.H 850 / 1000 D1+ [D3+] High 13 4 19 3 / 4 15 18 18
j.S 400×1~3 All 15 Total 41 21 24 26
j.2H 850 / 1000 D1 High 18 4 15+10L 15 18 18

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 Eternal Justice 1100 All 15 4 15 -3 3 15 Launch 18
236M M Eternal Justice 1200 D1 All 20 4 16 -4 3 15 Launch
236H H Eternal Justice 1300 D1 All 16 4 15 -3 3 15 Launch
j.236L Air L Eternal Justice 1100 All 15 4 20 3 15 Launch 18
j.236M Air M Eternal Justice 1200 D1 All 21 4 20 3 15 Launch
j.236H Air H Eternal Justice 1300 D1 All 16 4 20 3 15 Launch
214L L Wall of Light 700×2 All 123 P×2 Total 32 +15 5+10×2 Launch 20+30×2
214M M Wall of Light 700×2 All 211 P×2 Total 30 +15 5+10×2 Launch 20+30×2
214H H Wall of Light 700×2, 700×2 All 119 P×2(89)P×2 Total 22 +15 5+10×2, 5+10×2 Launch 20+30×2, 20+30×2
j.214L Air L Wall of Light 700×2 All 126 P×2 Total 35 +15 5+10×2 Launch 20+30×2
j.214M Air M Wall of Light 700×2 All 214 P×2 Total 33 +15 5+10×2 Launch 20+30×2
j.214H Air H Wall of Light 700×2, 700×2 All 122 P×2(89)P×2 Total 31 +15 5+10×2, 5+10×2 Launch 20+30×2, 20+30×2
236S Divine Order 1100 U1+ All 16~22 3 26 -5 16-20~22-26 Ki Blasts Launch
236[S] Divine Order 1100, 900 U1+ All 25 3, P Total 61 -3 25-29 Ki Blasts Launch
j.236S Air Divine Order 1100 U1+ All 18~22 3 26+7L 18-22~22-26 Ki Blasts Launch
j.236[S] Air Divine Order 1100, 900 U1+ All 25 3, P Total 65+7L 25-29 Ki Blasts Launch
214S Heaven's Flash Total 24+7L
j.214S Air Heaven's Flash Total 16+7L

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 Divine Order 800 All 34 +30
Assist B Eternal Justice 800 All 20 +29
Assist C Divine Authority 800, 400 All 28 [20] +29 Head

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 Divine Wrath 700, 400×3, 800 UDV All 7+4 21, 5×4 35 -19 7-13 All Launch
j.236L+M Air Divine Wrath 700, 400×3, 800 UDV All 7+4 Until Ground, 5×4 35 -19 7-13 All Launch
236H+S Blades of Judgment (100, 350)×18 UDV All 9+41 99 Total 42 ~+110 9-11 All Launch
j.236H+S Air Blades of Judgment (100, 350)×18 UDV All 9+41 See notes Total 44 ~+110 9-11 All Launch
214L+M Lightning of Absolution 60, 800×6 UDV All 14+3~9 -67 1-23~29 All Launch
j.214L+M Air Lightning of Absolution 60, 800×6 UDV All 14+3~9 -67 1-23~29 All Launch

Sources

Navigation

 Zamasu (Fused)
To edit frame data, edit values in DBFZ/Fused Zamasu/Data.
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