DBFZ/Gotenks/Frame Data

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< DBFZ‎ | Gotenks
 Gotenks

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 700 All 9 3 18 -5 15 18 18
5LLL 1000 U3+ All 14 (22 if 5LL whiffed) 9 25 0 (in air) 26 Launch 34
2L 400 Low 7 3 13 -4 11 16 16
5M 700 All 9 6 16 -5 15 18 18
2M 700 Low 11 6 17 -7 15 Launch 23
6M 850 High 24 6 4+6L 15 18 23
5H 850 [1275] U1 All 13 [40] 6 18 -8 [+1] 15 Launch 23 / 39
2H 850 U1+ All 14 7 25+L -16 4-16 Head 15 Launch 23 / 39
5S 350×1~4 All 14 25 -4 21 24 26
j.L 300×3 High [All] 7 1(3)1(3)1 11 16 16
j.M 700 High 9 3 15 18 18
j.H 850 / 1000 D1+ [D3+] High 13 6 15 18 60 / 60 (slide)
j.2H 850 U1+ All 13 4 15 Launch 20 / 39
j.S 600 All 15 Total 32+3L 21 24 26

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 Miracle Super Punch 100×4 All 9 {2(2)}×3, 2 16 -2 15 18 18
236[L] [L] Miracle Super Punch 100×8 All 9 {2(2)}×7, 2 16 -2 15 18 18
236M M Miracle Super Punch 50×8 All 9 {2(2)}×7, 2 12 whiff ~ +3 15 Launch 18
236[M] [M] Miracle Super Punch 50×16 All 9 {2(2)}×15, 2 12 [16] whiff ~ +3 15 18 18
236H H Miracle Super Punch 50×8 All 9 {2(2)}×7, 2 12 +1 15 18 18
236[H] [H] Miracle Super Punch 50×18 All 9 {2(2)}×17, 2 12 +1 15 18 18
214L L Great Special Rolling Kick 40×7, 600 All 10 14 (8) 2 19 -5 10-23 P1 15 Launch
214M M Great Special Rolling Kick 40×11, 800 U1+ All 10 22 (8) 2 18 (airborne) 10-31 P1 15 Launch
214H H Great Special Rolling Kick 40×11, 800 U1+ All 10 56 (8) 2 18 -4 (airborne) 10-55 P1 15 Launch
j.214L Air L Great Special Rolling Kick 40×7, 500 All 8 Until Landing (8) 2 19 -5 8-Landing P1 15 Launch
j.214M Air M Great Special Rolling Kick 40×11, 600 U1+ All 8 22 (8) 2 18 -4 (airborne) 8-29 P1 15 Launch
j.214H Air H Great Special Rolling Kick 40×11, 600 U1+ All 8 83 (8) 2 18 -4 (airborne) 8-90 P1 15 Launch
236S Vengeful Shout 262×5 All 17 25 20+L -16+L Launch
j.236S Air Vengeful Shout 262×5 All 17 25 21 Launch
214S Galactic Donuts 600×2 U2+ All 29 1 (29) 1 3 +5 Launch
j.214S DIE DIE Missile Barrage 130×12 All 12 [P(5)] ×11, P 36+5L Launch

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 Galactic Donuts 450, 315 All 47 1(30)1 +46 46
Assist B Miracle Super Punch 190, 133x5 All 25 21 +40 40
Assist C Vengeful Shout 200, 140×4, 280 All 33 [20] +30 P2 30

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 L+M Super Ghost Kamikaze Attack 400×6 All 9+4 [1(9)] *6 -30
236H+S H+S Super Ghost Kamikaze Attack 600×4 All 57 Total +20 (per Ghost) 20 Launch 23
214L+M Charging Ultra Volleyball 3930 All 9+3 -30
j.214L+M Air Charging Ultra Volleyball 3930 All 9+3

Sources

http://www.mediafire.com/file/w3968a8930sdch1/Gotenks%20Hitboxes.mkv (rec. May 28, 2018)

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