DBFZ/Krillin/Frame Data

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< DBFZ‎ | Krillin
 Krillin

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 -3
5LL 700 All 9 5 -5
5LLL 1000 U3+ All 11 4 -5
5M 700 All 8 6 -5
5H 850 / 1000 U1 All 13 3 -9
5S 500×2 All 8 -7
2L 400 Low 7 3 -4
2M 700 Low 10 5 -4
2H 850 / 1000 U1+ All 11 3 17 -5 4- Head 12
2S 900 All 17 5 -1
6M 850 High 24 6 0
j.L 400 High 6 3
j.M 500×2 High 9 3(6)3
j.H 850 / 1000 D1+ [D3+] High 13 6
j.S 500×2 All 8
j.2H 850 U1+ All 13 6
j.2S 300, 900 All 15

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 Afterimage 1200 D1 High 30 4 +1
236M M Afterimage 1200 D1 High 32 4 +1
236H H Afterimage 1400 D1 High 32 4 +3 4-26 All
j.236L Air L Afterimage 1000 D1 High 23 4
j.236M Air M Afterimage 1000 D1 High 27 4
j.236H Air H Afterimage 1200 D1 High 21 4 4-19 All
236[L] L Afterimage (Feint) Total 33
236[M] M Afterimage (Feint) Total 35
236[H] H Afterimage (Feint) Total 26 [Total 35] 4-26 All [4-26 All]
j.236[L] Air L Afterimage (Feint) Total 34+3L
j.236[M] Air M Afterimage (Feint) Total 38+3L
j.236[H] Air H Afterimage (Feint) Total 23 4-19 All
214L L Senzu Bean 25 Total 37
214M M Senzu Bean 25 Total 37
214H H Senzu Bean 25 Total 32+3L
j.214L Air L Senzu Bean 27 Total 51
j.214M Air M Senzu Bean 27 Total 51
j.214H Air H Senzu Bean 27 Total 41
22L L Stone Throw 100 All 33 Total 53 -5
22M M Stone Throw 100 All 33 Total 53 -5
22H H Stone Throw 100×2 All 26 Total 47 -5
j.22L Air L Stone Throw 100 All 29 Total 51
j.22M Air M Stone Throw 100 All 29 Total 51
j.22H Air H Stone Throw 100×2 All 27 Total 50
236S Kamehameha 250×5 All 18-47 24 33 -16
j.236S Air Kamehameha 250×5 All 10 after landing 24 33 -10
214S Solar Flare 0, 1000 D1 All 9 5 22 -2 1-9 Head

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 Senzu Bean (Stone) 100×2 All 18 +17
Assist A Bean Senzu Bean (Bean) 33
Assist B Kamehameha 200×5 All 34 +30 15+2×5
Assist C Solar Flare 0, 1400 All 28 [20] +24

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 Destructo-Disc 2000 UDV All 9+5 -18 9-15 All
236L+M > X Chain Destructo-Disc Barrage 1100×1~4 UDV All
214L+M Scattering Energy Wave 4050 UDV All 9+3 +35 1-21 All

Sources

http://www.mediafire.com/file/vp0qxfbwaguq09y/Krillin%20Hitboxes.mkv (rec. April 24, 2018)

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