DBFZ/Cell/Frame Data

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Glossary

How do I read frame data?

Frame Data Glossary
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon
Cell
DBFZ_Cell_Icon.png


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 12 -3 1 11
5LL 700 All 9 9 20 -5 2 15
5LLL 1000 U3+ Throw 9 1 18
5M 700 [550] All 9 3 18 -5 2 15
5H 850[1150] / 1000[1300] U1 All 14~30 3 21 -8 4 15
5S 300×5 All 10 X[(10)X*4] 24 -4 21
2L 400 Low 7 3 12 -3 1
2M 700 Low 12 8 18 -10 2 15
2H 850 / 1000 U1+ All 13 3 31 -18 4-15 Head 4 15
2S 400×3 All 18 Total 56+15L +2 15+5
6M 850 High 24 6 4+6L ±0 3 15 18 23
6H 850 Low 13 3 18 -5 3 15
j.L 400 High 6 3 17 1
j.M 700 High 11 3 17 2
5LLLLLLL 850 / 1000 D3+ High 13 8 22 3
j.H 850 / 1000 D1+ High 13 8 22 3
j.S 500, 500 All 17 [15] 2 45
j.2H 850 U1 All 15 3 19 3


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
j.2M Hell Strike 900 High 33 3 30 -3 8-15 All 2 15
236L L Rolling Crush 100×4, 900 D1 All*4, High 8 2,2,2,2(8)3 15 -2 2×4, 3 15×5
236M M Rolling Crush 100×4, 1000 D1 All*4, High 10 2,2,2,2(8)3 15 -2 2×4, 3 15×5
236H H Rolling Crush 100×4, 1200 D1 All*4, High 8 2,2,2,2(8)3 15 -2 2×4, 3 15×5
j.236L Air L Rolling Crush 100*N, 700 D1 All*N, High 19 2*N(??)3 15 -2 15*N, 15
j.236M Air M Rolling Crush 100*N, 700 D1 All*N, High 19 2*N(??)3 15 -2
j.236H Air H Rolling Crush 100*N, 1000 D1 All*N, High 8 2*N(??)3 15 -2
214L L Perfect Attack 400, 400, 400 All 12 3 30 -3 ~ -1 4-14 Head
214M M Perfect Attack 400, 400, 600 U1+ All 12 3 36 -3 ~ -2 3-14 Head
214H H Perfect Attack 400, 400, 1000 U2+ All 12 3 32 -1 1-14 Head
j.214L Air L Perfect Attack 500, 500 All 12 3 26 4-15 Head
j.214M Air M Perfect Attack 500, 500 All 8 3 32 4-10 Head
j.214H Air H Perfect Attack 500, 500, 500 U1+ All 8 3 32 -1 4-10 Head
236S Kamehameha 262×5 [280×5] All 18 25 [21] 21 [17] -16 [-10]
j.236S 262×5 All 18 25 24
214S Psycho Crash 150×8, 800 U2+ Throw 30 3 25


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Kamehameha 200×5 All 42 25 95 +30 30-32
Assist B Shoulder Tackle 800 All 20-25 9 +29 29
Assist C Perfect Attack 550, 400×2 All 28 [20] 6 +25 Head


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236LM Energy Field 500×6 UDV All 10+3 3×6 50 -35 1-30 All
j.236LM Air Energy Field 500×6 UDV All 10+3 3×6 52 1-30 All
214LM Solar Kamehameha 220×19, 360 UDV All 9+3 85 51 -34 [+42] 1-19 All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Sp
5M - 4MM[+], 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
4MM - 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 6H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
6H - - 5H, 2H 5S, 2S Sp
5S - - 5H, 2H 2S Sp
2S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S - - - - Sp
  • 5[S] can be inputted by either holding down the button or pressing each shot individually, whichever way it still counts as one move.
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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

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Ambox notice.png To edit frame data, edit values in DBFZ/Cell/Data.