DBFZ/Trunks/Frame Data

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Trunks


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.


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 14 -5 1 11 16 16
5LL 700 All 11 3 20 -7 2 15 18 18
5LLL 1000 U3+ All 13 6 21 -7 13-18 All 3 / 4 15 Launch 30
5M 700 All 9 3 22 -9 2 15 18 18
5H 850 / 1000 U1 All 13 2 31 -17 13-16 Ki Blasts 4 15 Launch 22 / 39 + WSplat
5S 600 All 15 Total 59 -5 15 Launch 20
2L 400 All 6 3 9 ±0 1 11 16 16
2M 700 Low 12 9 17 -10 2 15 Launch 22
2H 850 / 1000 U1+ All 15 2 32 -18 4-16 Head, 15-16 Ki Blasts 4 15 Launch 22 / 39
6M 850 High 24 6 4+6L ±0 24-29 Ki Blasts 3 15 18 23
j.L 400 High 6 3 12 1 11 16 16
j.M 700 High 10 5 17 2 15 18 18
j.H 850 / 1000 D1+ [D3+] High 13 3 29 13-17 Ki Blasts 3 / 4 15 20 60 / 59 + Slide 34 [34 + WBounce]
j.S 600 All 16 Total 50 15 Launch 20
j.2H 850 U1+ All 13 3 24 3 15 Launch 20 / 39


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 Shining Slash 1100 D1 High 25 3 11+4L -5 3 15 Launch 80 / 79 + Slide 34
236M M Shining Slash 1240 D1 High 30 3 6+4L +2 3 15 Launch 80 / 79 + Slide 39
236H H Shining Slash 1650 D1 High 23 3 11+4L -5 3 15 Launch 80 / 79 + Slide 44
j.236L Air L Shining Slash 1000 D1 High 22 3 17 3 15 Launch 80 / 79 + Slide 34
j.236M Air M Shining Slash 1140 D1 High 26~Until L 3 17 +2 3 15 Launch 80 / 79 + Slide 39
j.236H Air H Shining Slash 1350 D1 High 20 3 17 3 15 Launch 80 / 79 + Slide 44
214L L Cyclone Jump 14 21 3+6L
214M M Cyclone Jump 14 21 3+6L
214H H Cyclone Jump 11 40 4
j.214L Air L Cyclone Jump 14 21 4+6L
j.214M Air M Cyclone Jump 14 21 4+6L
j.214H Air H Cyclone Jump 11 40 4
214X > S Cyclone Buster 600 [1000] All 10 Total 48+6L 15 Launch 26+3
236S Masenko 262×5 All 18 25 21 -16 15+2×5 Launch 25+2 + WSplat*5
214S Change the Future 900 U1+ All 19 1, 12 8 -5 1-20 Ki Blasts 3 15, 10+4 Launch 20, 20+4 / 59 + CSplat
214[S] Change the Future (Feint) Total 26 1-10 Ki Blasts


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 Change the Future 800 All 31 12 61 +14 17-36 Ki Blasts 10+4 Launch 30+10
Assist B Masenko 200×5 34 +30 15+2×5 Launch 25+2 + WSplat*5
Assist C Flurry Slash 450×2, 400 All 35 [20] 4(8)2(17)2 +55 15+8, 15+15 20+13, Launch / 20+13, Launch 20+13, 35+20 / 20+13, 35+20, +16


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 Burning Attack 2200 UDV All 9+4 Total 63 -27 9-18 All 15+15 Launch 40+15
236L+M > X Burning Attack Follow-up 640, 120×16, 600 UDV High 16+L -16
214L+M Heat Dome Attack 4863 UDV Throw 9+3 1 37 1-14 All Launch Down


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 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
Air Z Combo
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

Navigation

Trunks
Ambox notice.png To edit frame data, edit values in DBFZ/Trunks/Data.

System Explanations

Essentials
HUDControlsFAQTraining Mode
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch NotesTier ListsOddities

Mechanics Glossary