DBFZ/Videl/Frame Data

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Videl


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 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 12 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 33 (30 if Sayiaman is out already) 22
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 21 6 43 +21 +21 31 31
Assist B Eagle Rush 675 All 30 +46 +46
Assist C Rising Eagle 500,560 (1060) All 30 +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

Ground Z Combo
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 - - - - -
Air Z Combo
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

Navigation

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

System Explanations

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