DBFZ/Adult Gohan/Frame Data: Difference between revisions

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(→‎Normal Attacks: corrected previously entered frame data to match definition of startup given in glossary; completed rest of frame data)
Line 23: Line 23:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5L
  |version=5L
  |damage= |level= |attribute= |guard=
  |damage= 400x2|level= |attribute= Strike|guard= Low, All
  |startup=5 |active=3(5)3 |recovery=19 |frameAdv=-3
  |startup=6, 6|active= 3, 3|recovery=11 |frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 32: Line 32:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LL
  |version=5LL
  |damage= |level= |attribute= |guard=
  |damage= 100x4|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 9, 3x3|active= 1x4|recovery= 17|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 40: Line 40:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LLL
  |version=5LLL
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 11|active= 2|recovery= 19|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
|-
! colspan=16 style="background: white;"|Potential Unleashed Autocombo
|-
{{FrameData-DBFZ
|version=5L
|damage= 400x2|level= |attribute= Strike|guard= Low, All
|startup=6, 6|active= 3, 3|recovery=11 |frameAdv= -2
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=5LL
|damage= 450|level= |attribute= Strike|guard= All
|startup= 7|active= 6|recovery= 20|frameAdv= -10
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
}}
{{FrameData-DBFZ
|version=5LLL
|damage= 450|level= |attribute= Strike|guard= All
|startup= 6|active= 2|recovery= 20|frameAdv= -6
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
}}
{{FrameData-DBFZ
|version=5LLLL
|damage= 450|level= |attribute= Strike|guard= All
|startup= 7|active= 3|recovery= 13|frameAdv= 0
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
}}
{{FrameData-DBFZ
|version=5LLLLL
|damage= 1000|level= |attribute= Strike|guard= All
|startup= 11|active= 2|recovery= 19 |frameAdv= -5
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
}}
|-
! colspan=16 style="background: white;"|-
|-
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=2L
  |version=2L
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= All
  |startup=7 |active=3 |recovery=13 |frameAdv=
  |startup=8 |active=3 |recovery=13 |frameAdv= 0
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 55: Line 99:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=3L
  |version=3L
  |damage= |level= |attribute= |guard=
  |damage= 80x4|level= |attribute= Strike|guard= All
  |startup=8 |active=1(2)1(2)1(2)1 |recovery=17 |frameAdv=
  |startup=9, 3x3|active= 1x4|recovery=17 |frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description= Only available with Potential Unleashed Lvl 1 or greater
}}
{{FrameData-DBFZ
|version=3[L]
|damage= 80x9|level= |attribute= Strike|guard= All
|startup=9, 3x8|active= 1x9|recovery=17 |frameAdv= -2
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description= Only available with Potential Unleashed Lvl 1 or greater
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=5M
  |version=5M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= All
  |startup=9 |active=4 |recovery=20 |frameAdv=
  |startup=9 |active=4 |recovery=20 |frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 70: Line 123:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version= 2M
  |version= 2M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= Low
  |startup=11 |active=6 |recovery=17 |frameAdv=
  |startup=12 |active=6 |recovery=17 |frameAdv= -7
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 77: Line 130:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=6M
  |version=6M
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 24|active= 6|recovery= 10|frameAdv= 0
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 86: Line 139:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5H
  |version=5H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup=10 |active=6 |recovery= 18|frameAdv=
  |startup=11 |active=6 |recovery= 18|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 94: Line 147:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=2H
  |version=2H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup=13 |active=3 |recovery=29 |frameAdv=
  |startup=14 |active=3 |recovery=29 |frameAdv= -16
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 102: Line 155:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=3H
  |version=3H
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= All
  |startup=7 |active=4 |recovery=18 |frameAdv=
  |startup=8 |active=4 |recovery=18 |frameAdv= -6
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 109: Line 162:
  }}
  }}
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=S
  |version=5S
  |damage= |level= |attribute= |guard=
  |damage= 800|level= |attribute= Strike|guard= All
  |startup=16 |active=3 |recovery=26 |frameAdv=
  |startup=17 |active=3 |recovery=26 |frameAdv= +3
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 118: Line 171:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=2S
  |version=2S
  |damage= |level= |attribute= |guard=
  |damage= 600|level= |attribute= Projectile Lvl 1|guard= All
  |startup=12 |active=1 |recovery=24 |frameAdv=
  |startup= 14|active= 1|recovery=24 |frameAdv= +2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 126: Line 179:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.L
  |version=j.L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 3|recovery= 12|frameAdv= -3
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 134: Line 187:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.M
  |version=j.M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 4|recovery= 16|frameAdv= -4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 142: Line 195:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.H
  |version=j.H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 11|active= 3|recovery= 21|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 150: Line 203:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.2H
  |version=j.2H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 3|recovery= 19|frameAdv= -6
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 158: Line 211:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.S
  |version=j.S
  |damage= |level= |attribute= |guard=
  |damage= 600|level= |attribute= Projectile Lvl 1|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 12|active= 1|recovery= 28|frameAdv= -8
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 166: Line 219:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.2S
  |version=j.2S
  |damage= |level= |attribute= |guard=
  |damage= 0|level= |attribute= N/A|guard= N/A
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 0|recovery= variable+8|frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= variable frames (the ones using speed lines) depend on height above ground
  }}
  }}
|}
|}

Revision as of 06:27, 18 March 2018

System Data

Health: 10,000

Prejump:

Assist Cooldown:


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400x2 Low, All - 6, 6 3, 3 11 -2 - 100x4 All - 9, 3x3 1x4 17 -2 - 1000 All - 11 2 19 -5 -
Potential Unleashed Autocombo
400x2 Low, All - 6, 6 3, 3 11 -2 - 450 All - 7 6 20 -10 - 450 All - 6 2 20 -6 - 450 All - 7 3 13 0 - 1000 All - 11 2 19 -5 -
-
700 All - 8 3 13 0 - 80x4 All - 9, 3x3 1x4 17 -2 - 80x9 All - 9, 3x8 1x9 17 -2 - 700 All - 9 4 20 -8 - 700 Low - 12 6 17 -7 - 850 High - 24 6 10 0 - 850 All - 11 6 18 -8 - 850 All - 14 3 29 -16 - 700 All - 8 4 18 -6 - 800 All - 17 3 26 +3 - 600 All - 14 1 24 +2 - 400 High - 6 3 12 -3 - 700 High - 9 4 16 -4 - 850 High - 11 3 21 -8 - 850 All - 9 3 19 -6 - 600 All - 12 1 28 -8 - 0 N/A - 9 0 variable+8 - -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Jet Uppercut
- - - 8 8 33 -30 - - - - 15 4(7)9 33 -28 1-19 All - - - 8 4(7)10 36 -34 1-12 All Ultimate Back Attack
- - - 23 8 11 -4 - - - - 27 8 9 -4 - - - - 25 8 11 -4 - Machinegun Kick
- - - - - - - - - - - - - - - - - - - - - - - - Masenko
- - - 17 22 33 - -

Assist

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Jet Uppercut
- - - - - - - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Potential Unleashed
- - - - - - - - Ultimate Kamehameha
- - - - - - - -

Sources


Template:Navbar-DBFZ