DBFZ/Android 16/Frame Data: Difference between revisions

From Dustloop Wiki
(→‎Assist: added frame data)
(→‎Super Moves: Added frame data based on hitbox viewer and 60fps recording)
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{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236L+M |subtitle=or 236M+H
  |version=236L+M |subtitle=or 236H+S
  |damage= 2121 |level= |attribute= |guard= All
  |damage= 2121 |level= |attribute= Projectile Lvl 3|guard= All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 9+4|active= 45|recovery= 45|frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= 12|hitbox=
  |description=
  |description=Invuln frames 9-20
  }}
  }}
! colspan=16 style="background: white;"|Hell Flash : Full Power
! colspan=16 style="background: white;"|Hell Flash : Full Power
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{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214L+M
  |version=214L+M
  |damage= 4816 |level= |attribute= |guard=Throw
  |damage= 4816 |level= |attribute= Throw|guard=Throw
  |startup= |active= |recovery= |frameAdv=  
  |startup= 9+3|active= 1|recovery= 28|frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= 12|hitbox=
  |description=
  |description=Invuln frames 1-12
  }}
  }}
! colspan=16 style="background: white;"|The Final Power that Shouldn't be Used
! colspan=16 style="background: white;"|The Final Power that Shouldn't be Used
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{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214H+S
  |version=214H+S
  |damage= 50000 |level= |attribute= |guard=Throw
  |damage= 50000 |level= |attribute= Throw|guard=Throw
  |startup= |active= |recovery= |frameAdv=  
  |startup= 31+34|active= 4|recovery= 37|frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= 68|hitbox=
  |description=
  |description=Invuln frames 1-68
  }}
  }}
|}
|}

Revision as of 07:38, 11 March 2018

System Data

Health: 10,000

Prejump:

Assist Cooldown:


Normal 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.
400 All - 7 3 15 -4 - 700 All - 10 4 22 -10 - 1000 Throw - 18 1 19 -22 - 400 Low - 8 3 13 -4 - 700 All - 11 3 19 -6 - 700 Low - 13 4 24 -12 - 850 High - 24 6 10 0 - 850 All - 15 11 21 -8 13 850 All - 15 9 23 -16 9 600 All - 15 1 40 -10 - 600, 600 All - 15,15 1,1 40 -10 - 400 High - 8 10 11 -3 - 800 High - 11 6 12 -2 - 850 All - 17 8 21 -13 - 850 All - 15 5+ 18 -10 - 600 All - 18 1 29 -1 - 600,600 All - 18,16 1,1 29 -1 -

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.
Dynamite Driver
1200 Throw - 18 1 26 - - 1200 Throw - 28 1 28 - - 1500 Throw - 26 1 28 - - Flying Powerbomb
1300 - - 10 11 16 - - 1300 - - 19 9 16 - - 300, 1600 All, - - 6, 9 2, 9 14 -4 - 1400 - - 10 11 16 - - 1400 - - 19 9 16 - - 1700 - - 15 9 14 - - Gliding Powerbomb
1300 - - 10 3 22 - - 1300 - - 24 3 22 - - 1600 - - 13 3 20 - - Hell Heat
1100 All - 20 15 22 0 - 1200 All - 24 15 18 +4 -

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.
Hell Heat
850 All - 28 15 46 - -

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.
Hell Flash
2121 All - 9+4 45 45 - 12 Hell Flash : Full Power
4816 Throw - 9+3 1 28 - 12 The Final Power that Shouldn't be Used
50000 Throw - 31+34 4 37 - 68

Sources


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