DBFZ/Cell/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Cell
(→‎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

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 - 6 5 12 -5 - 700 All - 9 9 20 -5 - 1000 Throw - 9 3 18 - - 400 Low - 7 3 12 -3 - 700 All - 9 3 18 -5 - 700 Low - 12 6 18 -8 - 850 High - 24 6 10 0 - 850 All - 14 3 21 -8 - 1150 All - 30 3 21 -8 - 850 All - 13 3 31 -18 - 850 Low - 13 3 18 -5 - 300-1080 (1-5 hits) All - 16 0-37 25 -4 height="25px"| 1000 (3 hits) All - 18 24 15 +2 - 400 High - 6 3 17 -6 - 700 High - 9 3 17 -2 - 850 High - 13 8 22 -12 - 850 All - 15 3 19 -6 - 650, 600 All - 17 2 45 -29, -3 -

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.
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 - -

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.
Kamehameha
760 (5 hits) All - 41 25 95 - -

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.
Energy Field
- - - - - - - - - - - - - - - - Solar Kamehameha
- - - - - - - -

Sources


Template:Navbar-DBFZ