DBFZ/Adult Gohan/Frame Data

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System Data


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L


5LL


5LLL


5LL
Potential Unleashed


5LLL
Potential Unleashed


5LLLL
Potential Unleashed


5LLLLL
Potential Unleashed


5M


5H


5S


2L


2M


2H


2S


6M


3L
Potential Unleashed


3[L]
Potential Unleased


3H


j.L


j.M


5LLLLLLL


j.H


j.S


j.2H


j.2S


Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Jet Uppercut
236L/M/H


Jet Uppercut (Potential Unleased)
236M/H


Machine Gun Kick
j.236L/M/H


Machine Gun Kick (Potential Unleashed)
j.236L/M/H


Ultimate Back Attack
214L/M/H


Ultimate Back Attack (Potential Unleashed)
214L/M/H


Air Ultimate Back Attack
j.214L/M/H


Ultimate Back Attack (Potential Unleashed)
214L/M/H


Masenko
236S


Masenko (Potential Unleased)
236S


Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Jet Uppercut


Assist B


Assist C


Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Potential Unleashed
236LM or 236HS (Lv 1/2/3/4/5/6/7)


Bros. Kamehameha
214LM or 214HS


Z Combo Table

Level 0
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
5M - 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
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 - - - j.2S Sp
j.2S - - - 2S -
Level 1~6
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL - - - - Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L - 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
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 - - - j.2S Sp
j.2S - - - 2S -
Level 7
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL 2L, 3L 2M, 6M 5H, 2H 5S, 2S Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L 5L, 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 5L, 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M 5L, 2L, 3L 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H 5L, 2L, 3L 5M, 2M, 6M 2H, 3H 5S, 2S Sp
2H 5L, 2L, 3L 5M, 2M, 6M 5H, 3H 5S, 2S Sp
3H[5LLL] 5L, 2L, 3L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 2S Sp
2S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, j.2S Sp
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.L - 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.L j.M j.2H j.S, j.2S Sp
j.2H j.L j.M j.H j.S, j.2S Jump, Sp
j.S j.L j.M j.H, j.2H j.2S Sp
j.2S - - - 2S -
  • 5L and 2L can only be done a max of 2 times per string total
  • 5L and 5LL(Lv.0) are jump and Sp cancellable on each hit
  • 3L is cancellable on each hit
  • If 5LL(Lv.1+) can't come out, will perform 5LL(Lv.0) and then 5LLL(Lv.0)
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out 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

Turtleon's Frame Data

Navigation

To edit frame data, edit values in DBFZ/Adult Gohan/Data.

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