DBFZ/Goku Black/Frame Data

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Goku Black


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 4 10 -2
5LL 700 All 9 3 15 -5
5LLL 1000 U3+ All 14 6 15 -5
5M 700 All 9 3 18 -5
5H 850 U1 All 14 3 23 -10
5S 850 [600] All 13 1 27 -6/+16/-3
2L 400 All 7 [6] 3 15 0
2M 700 Low 11 3 17 -4
2H 850 U1+ All 15 3 28 -15
2S 600 All 30 15 +5~+13
6M 700 All 24 6 10 0
j.L 400 High 6 3 12
j.M 700 High 9 3 15
j.H 850 / 1000 D1+ [D3+] High 13 3 18
j.S 600 All 13 1 20
j.2H 850 U1+ All 13 3 24


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 God Slicer 250, 800 All 13 0 (13) 4 23 -4 Launch
236M M God Slicer 200×4, 800 D1 All 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 -5 at best Launch
236H H God Slicer 200×4, 1000 D1 All 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 -5 at best Launch
j.236L Air L God Slicer 250, 800 All 13 1 (13) 4 23 Launch
j.236M Air M God Slicer 200×4, 800 D1 All 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 Launch
j.236H Air H God Slicer 200×4, 1000 D1 All 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 Launch
214L L Instant Transmission Teleport 19, Appear 26 3 (28 Total) 19-25 Full
214M M Instant Transmission Teleport 19, Appear 26 3 (28 Total) 19-25 Full
214H H Instant Transmission Teleport 19, Appear 22 3 (24 Total) 19-25 Full
j.214L L Fierce God Kick 700 All 14 Until Landing (2f minimum) 19 -1~-6
j.214M M Fierce God Kick 400, 600 U1+ All 18 Until Landing (2f minimum) 19 -1~-6
j.214H H Fierce God Kick 400, 1000 U1+ All 14 Until Landing (2f minimum) 19 -1~-6
236S Black Kamehameha 262×5 All 18 25 19 -14
214S Binding Black Kamehameha 310×5 [262×3] U2+ Throw [All] 28 1 (7) 17 19 -13


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 Black Kamehameha 200×5 All 35 25 +30 15+2×5 Launch
Assist B Godly Severance 800 All 20 +29 29
Assist C Fierce God Kick 800, 300 All 50 [20] +32 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 God Slicer Dance 50×18, 1600~2000 UDV All 9+4 26 50 -24 9-21 All Launch
j.236L+M Air God Slicer Dance 50×18, 1600~2000 UDV All 9+4 26 56 -30 9-21 All Launch
236H+S Holy Light Grenade 1000, 1600 UDV All 9+4 16, 23 29 -30 1-15 All Launch
j.236H+S Air Holy Light Grenade 1000, 1600 UDV All 9+4 Until Landing, 23 29 -33 1-15 All Launch
214L+M The Work of a God 4015 UDV All 9+3 30 41 -38 1-17 All Launch
j.214L+M Air The Work of a God 4015 UDV All 9+3 30 33 -30 1-17 All Launch


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - - - 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

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Goku Black
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