DBFZ/Janemba/Frame Data

From Dustloop Wiki
< DBFZ‎ | Janemba
 Janemba

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
5LL 700 Low 9 2 22 -8
5LLL 600×2 U3+ All 36 6 21 -11
5M 700 All 13 4 17 -5
5H 850 / 1000 U1 All 15 3 27 -12 15-17 Ki Blasts
5S 300×4 All 18-27 42 -21
2L 400 All 6 3 9 0 1
2M 700 Low 11 3 24 -11
2H 850 / 1000 U1+ All 14 3 31 -17 f4 Head, 14-16 Ki Blasts
2S 300×4 All 22-32 52 + 7L -21+landing
6M 850 High 24 6 10 0 24-29 Ki Blasts
j.L 400 High 7 3 15
j.M 700 High 11 4 15
j.H 850 / 1000 D1+ [D3+] High 15 3 20 15-17 Ki Blasts
j.S 300×4 All 18-27 7 Landing
j.2H 850 U1 All 11 4 23 + 7L f4 Head, 11-14 Ki Blast

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
j.2M Shadow Kick 900 D1 High 25-33 -5
236L L Demonic Blade 1100 All 15 4 24 -5 13-22 Ki Blasts
236M M Demonic Blade 1200 U1+ All 19 4 24 -5 17-26 Ki Blasts
236H H Demonic Blade 1300 U1+ All 16 4 24 -5 14-23 Ki Blasts
j.236L Air L Demonic Blade 1100 All 15 4 26 -2 if TK 13-27 Ki Blasts
j.236M Air M Demonic Blade 1200 U1+ All 19 4 27 -2 if tk 17-31 Ki Blasts
j.236H Air H Demonic Blade 1300 U1+ All 15 4 26 -2 if tk 13-27 Ki Blasts
214L L Mystical Arm 1200 D2 Throw 20 4 26
214M M Mystical Arm 1250 U1+ → D2 Throw 26 4 26
214H H Mystical Arm 1300 U1+ → D2 Throw 24 4 26
j.214L L Hell Gate 350×3 All 60 (172) 9 37 +24
j.214M M Hell Gate 350×3 All 60 (232) 9 37 +24
j.214H H Hell Gate 350×6 All 52 (374) 18 29 +33
236S Phantom Shift invul frame 4 invul for 13 20 4-16 All
214S Phantom Shift invul frame 4 invul for 13 20 4-16 All
236S~S Phantom Shift invul frame 15 invul for 16 20 15-31 All
214S~S Phantom Shift invul frame 15 invul for 16 20 15-31 All
22S Catch Dimensional Hole (Catch) 1 31 13 1-31 Projectile Guard Point
22S Attack Dimensional Hole (Attack) 600 All +38 Until attack finishes
j.22S Catch Air Dimensional Hole (Catch) 1 31 13 1-31 Projectile Guard Point
j.22S Attack Air Dimensional Hole (Attack) 600 All +38 Until attack finishes

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 Phantom Assault 250, 3×175 All 35 +50 +50
Assist B Demonic Blade 800 25 2,4 +29 +29
Assist C Hellblade Flurry 450,315,280 All 35 [20] 5,3 +55 +55

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 Rakshasa's Claw 2415 UDV All 9+4 -18 9-18 All
j.236L+M Air Rakshasa's Claw 2415 UDV All 9+4 9-18 All
236H+S Savage Skewer 1995 UDV All 9+5 -17 9-22 All
214L+M Needle Light Shower 220×19, 360 UDV All 12+3 -33 1-26 All
j.214L+M Air Needle Light Shower 220×19, 360 UDV All 12+3 1-26 All

Sources

Navigation

 Janemba
To edit frame data, edit values in DBFZ/Janemba/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information