DBFZ/GT Goku/Frame Data

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 Goku (GT)

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 11 16 16
5LL 180×4 All 10 2(2)2(2)2(2)2 18 -4 15
5LLL 1000 U3+ Throw 11 1 20 (whiff) Launch 39
5M 700 All 10 4 22 -7 18
5H 850 / 1000 U1 All 13 5 19 -2 15 Launch 22 /
5S 750 U1+ All 20 5 20 -2 19 Launch / 39
2L 400 Low 7 3 13 -4 11 16
2M 700 Low 10 4 18 -6 15 Launch 22
2H 850 / 1000 U1+ All 13 3 27 -15 15 Launch 22 / 39
2S 400 Low 14 2 15+5L [9 if cancelled into air action] -5 [+1] 16 Launch
6M 850 High 24 6 10 0
j.L 400 High 6 4 10
j.M 700 High 9 4 14
j.H 750 [1000] [D3+] High 11 6 18
j.S 750 U1+ All 18 3 19
j.2H 850 / 1000 D1 High 18 4 14+5L
j.2S 400 All 14, Until Landing 2 14 (air), 28 (landing) -2

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 Dragon Flurry Fist 300 / 300,850 All 9 6 18 -3 (forced) 20 Launch
236M M Dragon Flurry Fist 300 / 300,100×2,950 U1+ All 16 10 18 -3 (forced) Launch
236H H Dragon Flurry Fist 300 / 300,150×4,1000 U1+ All 9 10 18 -3 (forced) Launch
j.236L Air L Dragon Flurry Fist 300 / 300,800 All 9 6 19
j.236M Air M Dragon Flurry Fist 300 / 300,100×2,900 U1+ All 16 10 20
j.236H Air H Dragon Flurry Fist 300 / 300,100×4,900 U1+ All 9 10 20
214L L Dragon Flash Fist 450, 100×5 All 15 19 20 (air), 26 (ground) -5
214M M Dragon Flash Fist 500, 100×5 D1 All 17 19 20 (air), 29 (ground) -5
214H H Dragon Flash Fist 900, 100×5 D1 All 15-23 20 (air), 26 (ground) -5
j.214L Air L Dragon Flash Fist 450, 100×5 All 13 19 19
j.214M Air M Dragon Flash Fist 500, 100×5 D1 All 15 19 19
j.214H Air H Dragon Flash Fist 900, 100×5 D1 All 13-27 19 18
236S Kamehameha 262×5 All 20 [39] 25 21 -16 (point blank)
j.236S Air Kamehameha 262×5 All 18 25
214S Reverse Kamehameha 700, 500 All 11, 25 3 (blast), 9 (headbutt) 30+15L -4 11-42 Guard
j.214S Air Reverse Kamehameha 700, 500 All 11, 25 3 (blast), 9 (headbutt) 30+15L -4 11-42 Guard

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 Kamehameha 200×5 All 40 25 +34
Assist B Dragon Flash Fist 200, 4×140 All 20 +40 40
Assist C Power Pole 45 [20] +29 29

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 Super Kamehameha 250×10 [300×10] UDV All 10+4
214L+M Dragon Fist Explosion 4059 [4859] UDV All 9+3
j.214L+M Air Dragon Fist Explosion 4059 [4859] UDV All 9+3
214H+S Super Ultra Spirit Bomb 4728 UDV All 12+1
j.214H+S Air Super Ultra Spirit Bomb 4728 UDV All 25

Sources

Navigation

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To edit frame data, edit values in DBFZ/GT Goku/Data.
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