
Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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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.
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 | ||||||||||||||||||||||||||||||
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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 | 11 | 5 | 21 | -10 | 15 | Launch | 23 | |||||
5LLL | 600 / 300,700 | U3+ | All | 13 | 1, - | 25 | -5 | 1-13 Head | 21 | Launch | 34 | |||
5M | 700 | All | 8 | 4 | 20 | -6 | 15 | 18 | 18 | |||||
5H | 50, 1200 | U2 | Throw | 26 | 1 | 33 | 39 | |||||||
5S | 900 | All | 21 | 5 | 31 | -10 | 4-22 Ki Blasts | 21 | Launch | 26 | ||||
2L | 700 | All | 7 | 3 | 15 | -2 | 15 | 18 | 18 | |||||
2M | 700 | Low | 9 | 6 | 19 | -9 | 15 | 18 | 18 | |||||
2H | 850 / 1000 | U1+ | All | 13 | 3 | 25 | -10 | 4- Head | 15 | Launch | 23 / 39 | |||
2S | 850 | U1+ | All | 14 | 5 | 26 | -15 | 4- Head, 2- Head Guard Point | 10 | Launch | 23 / 39 | |||
6M | 850 | High | 24 | 6 | 4+6L | 0 | 15 | 18 | 23 | |||||
j.L | 400 | High | 6 | 3 | 11 | 16 | 16 | |||||||
j.M | 500×2 | High | 9 | 3 (1) 3 | 15 | 18 | 18 | |||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 13 | 4 | 15 | 18 | 18 | ||||||
j.S | 400×2 | All | 13 | 21 | 24 | 26 | ||||||||
j.2H | 850 [1000] | D1 | High | 23 [30] | 4-11 Guard | 15 | Force Tech | |||||||
j.2S | 400×2 | All | 10 | 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 Infinity Rush | 230×5 | All | 9 | 20 | 21 | -5 | 11 | Launch | ||||||
236M | M Infinity Rush | 230×6 | U1+ | All | 17 | 24 | 21 | -5 | 11 | Launch | |||||
236H | H Infinity Rush | 230×7 | U1+ | All | 15 | 28 | 21 | -5 | 11 | Launch | |||||
j.236L | Air L Infinity Rush | 230×5 | All | 9 | 20 | 21 | -5 | 11 | Launch | ||||||
j.236M | Air M Infinity Rush | 230×6 | U1+ | All | 17 | 24 | 21 | -5 | 11 | Launch | |||||
j.236H | Air H Infinity Rush | 230×7 | U1+ | All | 15 | 28 | 21 | -5 | 11 | Launch | |||||
214L | L Shock Tornado | 2300 | U2+ | All | 4 | 25 | 15 | 4-25 All | Launch | ||||||
214M | M Shock Tornado | 2400 | U2+ | All | 1 | 20 | 8 | 1-20 Low | Launch | ||||||
214H | H Shock Tornado | 2500 | U2+ | All | 1 | 28 | 15 | 1-28 All | Launch | ||||||
236S | Grand Charge | 1200 | All | 14 | 12 | 17 | -2 | 4-35 P1 | 15 | 18 | 18 | ||||
214S | Counter Impact | 1500 | U2+ | Throw | 4 [5] | 22-51 | 20 |
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 | Infinity Rush | 230×4 | All | 35 | 16 | 45 | +43 | 38 | Launch | 51 | |||||
Assist B | Grand Charge | 800 | All | 20 | 10 | +29 | 8-30 P1 | +29 | 45 | 45 | |||||
Assist C | Flash Fist | 800, 280 | All | 25 [20] | +25 |
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 | Colossal Slash | 248×11 | All | 8+4 | -23 | 8-19 Full Invul | |||||||||
j.236L+M | Air Colossal Slash | 248×11 | All | 8+3 | -45 | 8-17 Full Invul | |||||||||
236H+S | Colossal Uppercut | 2800 | All | 7+3 | -26 [+14] | 7-17 Full Invul | |||||||||
214L+M | Blazing Magnetron | 1000×2, 2300 | All | 9+2 | -28 [+28] | 1-20 Full Invul |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5L[+], 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S, 2S | DR, Jump[-], Sp |
5LL | 5LLL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S, 2S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L[2] | 5L | 5M, 2M, 6M | 5H, 2H | 5S, 2S | Jump[-], 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 |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
j.L[2] | j.L, j.LL[-] | j.M | j.H, j.2H | j.S, j.2S | Jump, Sp |
j.LL[j.M] | - | - | j.H, j.2H | j.S, j.2S | Jump, Sp |
j.M[j.LL] | j.L | - | j.H, j.2H | j.S, j.2S | Jump, Sp |
j.H | - | - | j.2H | j.S, j.2S | Sp |
j.2H | - | - | - | - | Sp |
j.S | - | - | j.2H | - | Sp |
j.2S | - | - | j.2H | - | 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

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