(→Special Moves: Added frame data derived from hitbox viewer and 60fps recording) |
(→Assist: added frame data) |
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{{FrameData-DBFZ | {{FrameData-DBFZ | ||
|version=A1/A2 | |version=A1/A2 | ||
|damage= |level= |attribute= |guard= | |damage= 760 (5 hits)|level= |attribute= Projectile Lvl 2|guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 41|active= 25|recovery= 95|frameAdv= | ||
|blockstun= |groundHit= |aiHit= | |blockstun= |groundHit= |aiHit= | ||
|invul= |hitbox= | |invul= |hitbox= | ||
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}} | }} | ||
|} | |} | ||
==Super Moves== | ==Super Moves== | ||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | {| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" |
Revision as of 07:10, 8 March 2018
System Data
Health: 10,000
Prejump:
Assist Cooldown:
Normal Attacks
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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Hell Strike | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
900 | High | - | 33 | 3 | 16 | -3 | - | Rolling Crush | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
1000 (5 hits) | Allx4, Highx1 | - | 8,9 | 8,3 | 15 | -2 | - | 1180 (5 hits) | Allx4, Highx1 | - | 14,9 | 8,3 | 15 | -2 | - | 1270 (5 hits) | Allx4, Highx1 | - | 10,9 | 8,3 | 15 | -2 | - | 820 (4 hits) | Allx3, Highx1 | - | 10,10 | (variable),3 | 15 | -2 | - | 820 (4 hits) | Allx3, Highx1 | - | 19,13 | (variable), 3 | 15 | -2 | - | 820 (4 hits) | Allx3, Highx1 | - | 10,14 | (variable), 3 | 15 | -2 | - | Perfect Attack | |||||||||||||||
1120 (3 hits) | All | - | 12 | 3 | 30(whiff), 13(block) | -2 | - | 1300 (3 hits) | All | - | 12 | 3 | 36(whiff), 14(block) | -3 | - | 1750 (3 hits) | All | - | 12 | 3 | 32(whiff), 16(block) | -1 | - | 950 (2 hits) | All | - | 12 | 3 | 26 | -13 | - | 950 (2 hits) | All | - | 12 | 3 | 32(whiff), 26(block) | -13 | - | 2210 (3 hits) | All | - | 12 | 3 | 32(whiff), 16(block) | -1 | - | Kamehameha | |||||||||||||||
1098 (5 hits) | All | - | 18 | 25 | 21(whiff), 33(block) | -16 | - | 1098 (5 hits) | All | - | 18 | 25 | 24(whiff), 36(block) | -19 | - | Psycho Crash | |||||||||||||||||||||||||||||||||||||||||||||||
1445 (9 hits) | Throw | - | 30 | 3 | 25 | - | - |