
Glossary
Frame Data Glossary | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
| ||||||||||||||||
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 | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||
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 | 350 | All | 6 | 3 | 12 | -3 | 11 | 16 | 16 | |||||
5LL | 600 | All | 10 | 8 | 19 | -4 | 22 | |||||||
5LLL | 1000 | U3+ | Throw | 9 | 1 | 26 | Launch | 34 | ||||||
5M | 600 [500] | All | 8 [11] | 2 | 19 | -8 | 11 | 16 | 16 | |||||
5H | 750 / 1000 | U1 | All | 15 | 3 | 18 | -5 | 15 | Launch | 22 / | ||||
5S | 1000 [1200] | All | 19 | 23 | -2 (point blank) | 20 | 23 | 25 | ||||||
2L | 350 | Low | 7 | 3 | 13 | -4 | 11 | 16 | 16 | |||||
2M | 600 | Low | 10 | 5 | 21 | -10 | 11 | Launch | 22 | |||||
2H | 750 / 1000 | U1+ | All | 15 | 3 | 30 | -10 | 4-15 Head | 15 | Launch | 22 / 39 | |||
2S | 1000 [1200] | All | 62 (Saiyaman Hurtbox 10) | Total 29 (30 if Sayiaman is out already) | 23 | |||||||||
6M | 850 | High | 24 | 6 | 4+6L | 0 | 15 | 18 | 23 | |||||
6H | 600×2, 750 | All | 11 | 7 (14) 4 (18) 3 | 18 | -5 | 15 | 18 | 18 | |||||
j.L | 350 | High | 6 | 4 | 12 | 11 | 16 | 16 | ||||||
j.M | 600 | High | 8 | 4 | 18 | 15 | 18 | 18 | ||||||
j.H | 750 / 1000 | D1+ [D3+] | High | 13 | 3 | 21 | 15 | 18 | 18 | |||||
j.S | 850 [1000] | All | 17 (Saiyaman Hurtbox 8) | Total 43+5L (30 if Sayiaman is out already) | 20 | Launch | ||||||||
j.2H | 750 | U1+ | All | 9 | 3 | 19 | 15 | Launch | 22 / 39 | |||||
j.2S | 850 [1000] | All | 43 (Saiyaman Hurtbox 13) | Total 39+5L (30 if Sayiaman is out already) | 20 | Launch |
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 Videl Rush | 650 | All | 12 | 6 | 19 | -8 | ||||||||
236M | M Videl Rush | 700 | All | 17 | 6 | 19 | -8 | ||||||||
236H | H Videl Rush | 800 | All | 12 | 8 | 19 | -8 | ||||||||
236X > L | Videl Rush Followup L | 650 | High | 13 | -5 | ||||||||||
236X > LL | Videl Rush Followup LL | 300×4 | All | 8 | -5 | ||||||||||
236X > LLL | Videl Rush Followup LLL | 1000 | U1+ | All | 13 | -12 (airborne) +15L | 1-X Full | ||||||||
236X > M | Videl Rush Followup M | 700 | U1+ | High | 32 | 4 | 5 | -8 | 4-X Full | ||||||
236X > H | Videl Rush Followup H | 800, 850[1000] | U1+ | Throw | 21-22 | 6 | 14 | Launch | |||||||
j.236L | Air L Videl Rush | 450, 500 | All | 8 | 6 | 18 | |||||||||
j.236M | Air M Videl Rush | 500, 550 | D1 | All | 16 | 6 | 18 | ||||||||
j.236H | Air H Videl Rush | 600, 600 | D1 | All | 8 | 7 | 18 | ||||||||
214L | L Frankensteiner | 1000 | D2 | Throw | 26 | 2 | 15L | ||||||||
214M | M Frankensteiner | 700, 850[1000] | U1+ → D2 | Throw | 27 | 11 | 15L | ||||||||
214H | H Frankensteiner | 800, 850[1000] | U1+ → D2 | Throw | 20 | 5 | 15L | ||||||||
j.214L | Air L Frankensteiner | 1000 | D2 | Throw | 18 | 15L | |||||||||
j.214M | Air M Frankensteiner | 700, 850[1000] | U1+ → D2 | Throw | 26 | 15L | |||||||||
j.214H | Air H Frankensteiner | 800, 850[1000] | U1+ → D2 | Throw | 18 | 15L | |||||||||
22L | L Moonsault Kick | 650 | High | 30 | 4 | 5 | +5 (airborne) | 4-18 Full | 13 | ||||||
22M | M Moonsault Kick | 700 | U1+ | High | 34 | 4 | 7 | +5 (airborne) | 4-21 Full | 15 | |||||
22H | H Moonsault Kick | 800 | U1+ | High | 30 | 4 | 5 | +5 (airborne) | 4-18 Full | 13 | |||||
j.22L | Air L Moonsault Kick | 650 | High | 30 | 4 | 5 | +5 (airborne) | 4-16 Full | 13 | ||||||
j.22M | Air M Moonsault Kick | 700 | U1+ | High | 34 | 4 | 7 | +5 (airborne) | 4-19 Full | 15 | |||||
j.22H | Air H Moonsault Kick | 800 | U1+ | High | 30 | 4 | 5 | +5 (airborne) | 4-16 Full | 13 | |||||
214S | Rising Eagle | 700 | All | 12 | 7 | 30+15L | -40 | 1-14 All | 11 | Launch |
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 | Videl Rush | 700 | All | 20 | 6 | 43 | +29 | +21 | 31 | 31 | |||||
Assist B | Eagle Rush | 675 | All | 30 | +46 | +46 | |||||||||
Assist C | Rising Eagle | 500,560 (1060) | All | 30 [20] | +29 |
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 | Rainbow Storm | 400, 1850 | All | 11 | -20 | ||||||||||
236H+S Counter | Defender of Love & Justice, Great Saiyaman! (Catch) | 1 | 39 | 19 | |||||||||||
236H+S Attack | Defender of Love & Justice, Great Saiyaman! (Attack) | 2318 [3180] | UDV | All | |||||||||||
214L+M | Justice Rush | 4099 [4387] | All | 13 | -15 | ||||||||||
Knocked Down > [H+S] | Justice Revenge | 240×10 [260×10] | All | 38+2 | -4 |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5L[+], 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | DR, Jump[-], Sp |
5LL | 5LLL[+] | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L[2] | 5L, 2L[+] | 5M, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Sp |
5M[2] | - | 5M*, 2M, 6M | 5H, 2H, 6H | 5S, 2S | Jump[-], Sp |
2M | - | 5M, 6M | 5H, 2H, 6H | 5S, 2S | Sp |
6M | - | - | - | - | - |
5H | - | - | 2H | 5S, 2S | Sp |
2H | - | - | - | - | Sp |
6H | - | 6M | - | - | Sp |
5S | - | - | 5H, 2H, 6H | - | Sp |
2S | - | - | - | - | - |
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 | - | - | - | j.S, j.2S | Jump, Sp |
j.S | - | - | - | - | Sp |
j.2S | - | - | - | - | - |
- 5L and 2L can only be done a max of 2 times per string total
- On hit or block, 5M > 2M > 5M is not possible
- 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/Videl/Data.