
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 Attacks
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 | ||||||||
5LL | 700 | All | 10 | 4 | 14 | -2 | ||||||||
5LLL | 700 / 1000 | U3+ | All | 12 | 3 | 21 | -2 | |||||||
5M | 700 | All | 9 | 6 | 15 | -5 | ||||||||
5H | 850 | U1 | All | 14 | 6 | 18 | -8 | |||||||
5S | 250×8 | All | 13 | [1(9)] ×8 | 24 | -2 | ||||||||
2L | 400 | Low | 7 | 3 | 13 | -4 | ||||||||
2M | 700 | Low | 10 | 4 | 17 | -5 | ||||||||
2H | 850 | U1+ | All | 13 | 3 | 30 | -17 | |||||||
6M | 850 | High | 24 | 6 | 10 | 0 | ||||||||
j.L | 400 | High | 6 | 3 | 13 | |||||||||
j.M | 700 | High | 10 | 5 | 13 | |||||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 13 | 6 | 22 | 10 | |||||||
j.S | 250×5 | All | 12 | [1(9)] ×5 | 23 | 20 | ||||||||
j.2H | 850 | U1+ | All | 12 | 3 | 12 | 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 | |
j.2L | L Interceptor Kick | 900 | All | 12 | Until Landing | 13 | -7 ~ -1 | 2 | 13 | Ground Bounce | Soft KD | ||||
j.2M | M Interceptor Kick | 950 | D1 | All | 17 | Until Landing | 13 | -7 ~ -1 | 2 | 13 | Ground Bounce | Soft KD | |||
236L | L Super Dash Kick | 900 | All | 11 | 6 | 26 | -5 | 22 | |||||||
236M | M Super Dash Kick | 300×2, 500 | U1+ | All | 11 | 4(10)4(11)8 | 17 | -5 | 15 | ||||||
236H | H Super Dash Kick | 1000 | U1+ | All | 11 | 12 | 23 | -19 | 15 | ||||||
j.236L | Air L Super Dash Kick | 900 | All | 10 | 6 | 26 | -5 | 21 | |||||||
j.236M | Air M Super Dash Kick | 300×2, 500 | U1+ | All | 11 | 4(10)4(11)8 | 27 | 15 | |||||||
j.236H | Air H Super Dash Kick | 1000 | U1+ | All | 10 | 12 | 15 | 15 | |||||||
214L | L Crushing Knee Kick | 900 | All | 9 | 9 | 31 | -28 | 1- | 13 | ||||||
214M | M Crushing Knee Kick | 800,300 | D1 | All | 16 | 12 | 30 | -30 | Full 1-19 | 13 | |||||
214H | H Crushing Knee Kick | 800,100×5,300 | D1 | All | 9 | 22 | 37 | -47 | Full 1-11 | 13 | |||||
j.214L | Air L Crushing Knee Kick | 900 | All | 9 | 9 | 27 | Head 1- | 13 | |||||||
j.214M | Air M Crushing Knee Kick | 800,300 | D1 | All | 12 | 12 | 33 | Full 1-15 | 13 | ||||||
j.214H | Air H Crushing Knee Kick | 800,100×5,300 | D1 | All | 9 | 12 | 27 | Full 1-11 | 13 | ||||||
236S | Consecutive Energy Blast | 100×16 | All | 9 | [1(5)] ×15, 1 | 26 | -7 | 22 | |||||||
j.236S | Air Consecutive Energy Blast | 100×16 | All | 9 | 1(5), [1(4)1(5)]×7, 1 | 21 | 22 |
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 | Consecutive Energy Blast | 130×8 | All | 37 | [1(4)]×8 | 69 | +51 | +46 to +53 | Launch | 57 | |||||
Assist B | Super Dash Kick | 800 | All | 20 | 6 | Total 82~116 | +31 | 31 | Launch | 45 | |||||
Assist C | Crushing Knee Kick | 180×6, 400 | All | 40 [20] | 22 | Total 126~177 | +18 ~ +24 | 36-? Full | 6f per hit | Launch | 93 |
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 Big Bang Attack | 2200 | UDV | All | 9+4 | Total 69 | -27 | 9-21 All | |||||||
236H+S | H+S Big Bang Attack | 2200 | UDV | All | 9+4 | Total 69 | -41 | 9-21 All | |||||||
j.236L+M | Air Big Bang Attack | 2200 | UDV | All | 9+4 | Total 69 | -26 | 9-21 All | |||||||
214L+M | Final Flash | 220×20 | UDV | All | 12+3 | 85 | 50 | -34 | 1-28 All | 16 | |||||
j.214L+M | Air Final Flash | 220×20 | UDV | All | 12+3 | 85 | Until Landing | 1-28 All | 16 |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5L[+], 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S | DR, Jump[-], Sp |
5LL | 5LLL[+] | 5M, 2M, 6M | 5H, 2H | 5S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L[2] | 5L, 2L[+] | 5M, 2M, 6M | 5H, 2H | 5S | Sp |
5M | - | 2M, 6M | 5H, 2H | 5S | Jump[-], Sp |
2M | - | 5M, 6M | 5H, 2H | 5S | Sp |
6M | - | - | - | - | - |
5H | - | - | 2H | 5S | Sp |
2H | - | - | - | - | Sp |
5S | - | - | 5H, 2H | - | Sp |
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

To edit frame data, edit values in DBFZ/SS Vegeta/Data.