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DBFZ/Adult Gohan/Frame Data
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Adult Gohan
Revision as of 16:58, 14 May 2018 by
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Attacks
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
-
-
500
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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
900
All
-
9
8
33
-29
-
600, 800
All
-
16, 8
4, 9
34
-29
1-19 All
600, 1000
All
-
9, 8
4, 10
36
-33
1-12 All
Ultimate Back Attack
900
High
-
24
8
11
-3
-
1000
High
-
28
8
11
-3
-
1100
High
-
26
8
11
-3
-
900
High
-
24
8
13
-5
-
1000
High
-
28
8
13
-5
-
1100
High
-
26
8
13
-5
-
Machinegun Kick
350x3
All
-
7, 4x2
2x3
12
-1
-
350x3
All
-
13, 4x2
2x3
12
-2
-
1176 (11 hits)
All
-
11, 3x8
2x9
11
+13
-
350x(3+)
All
-
7, 4x(2+)
2x(3+)
9-12
variable disadv.
-
350x(3+)
All
-
13, 4x(2+)
2x(3+)
10-13
variable disadv.
-
Masenko
1098 (5 hits)
All
-
18
25
21
-16
-
Assist
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
800
All
-
15
8
64
-
9-22
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
1600
All
-
9+3
10
44
-29
9-16
Ultimate Kamehameha
4123 (48 hits)
All
-
9+3
101
50
-34
1-19
Sources
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Attacks
3
Special Moves
4
Assist
5
Super Moves
6
Sources