DBFZ/Android 16/Frame Data: Difference between revisions

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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
|-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Extra}}
|-
|-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Extra}}
|-
|-
{{AttackVersion|name=5M}}
{{AttackVersion|name=5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Extra}}
|-
|-
{{AttackVersion|name=5H}}
{{AttackVersion|name=5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
|-
{{AttackVersion|name= 2M}}
{{AttackVersion|name= 2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Extra}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Extra}}
|-
|-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{AttackVersion|name=j.S}}
{{AttackVersion|name=j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
|-
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Dynamite Driver
! colspan=16 style="background: white;"|Dynamite Driver
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236H}}
{{AttackVersion|name=236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
! colspan=16 style="background: white;"|Gliding Powerbomb
! colspan=16 style="background: white;"|Gliding Powerbomb
|-
|-
{{AttackVersion|name=j.236L}}
{{AttackVersion|name=j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{AttackVersion|name=j.236M}}
{{AttackVersion|name=j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{AttackVersion|name=j.236H}}
{{AttackVersion|name=j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
! colspan=16 style="background: white;"|Flying Powerbomb
! colspan=16 style="background: white;"|Flying Powerbomb
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{AttackVersion|name=j.214M}}
{{AttackVersion|name=j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
! colspan=16 style="background: white;"|Hell Heat
! colspan=16 style="background: white;"|Hell Heat
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Assist A}}
{{AttackVersion|name=Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
{{AttackVersion|name=Assist B}}
{{AttackVersion|name=Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
|-
{{AttackVersion|name=Assist C}}
{{AttackVersion|name=Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
|-
|-
|}
|}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Hell Flash
! colspan=16 style="background: white;"|Hell Flash
|-
|-
{{AttackVersion|name=236L+M|subtitle=or 236H+S}}
{{AttackVersion|name=236L+M|subtitle=or 236H+S}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=j.236L+M|subtitle=or j.236H+S}}
{{AttackVersion|name=j.236L+M|subtitle=or j.236H+S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
|-
|-
! colspan=16 style="background: white;"|Hell Flash Maximum Output
! colspan=16 style="background: white;"|Hell Flash Maximum Output
|-
|-
{{AttackVersion|name=214L+M}}
{{AttackVersion|name=214L+M}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
! colspan=16 style="background: white;"|Last Resort
! colspan=16 style="background: white;"|Last Resort
|-
|-
{{AttackVersion|name=214H+S}}
{{AttackVersion|name=214H+S}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
|}
|}



Revision as of 18:14, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal 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.
5L


5LL


5LLL


5M


5H


5S


2L


2M


2H


6M


j.L


j.M


5LLLLLLL


j.H


j.S


j.2H


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.
Dynamite Driver
236L


236M


236H


Gliding Powerbomb
j.236L


j.236M


j.236H


Flying Powerbomb
214L


214M


214H


j.214L


j.214M


j.214H


Hell Heat
236S


214S


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


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.
Hell Flash
236L+M
or 236H+S


j.236L+M
or j.236H+S


Hell Flash Maximum Output
214L+M


Last Resort
214H+S


Sources

Navigation

To edit frame data, edit values in DBFZ/Android 16/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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