DBFZ/DBS Broly/Frame Data: Difference between revisions

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{{#lst:{{BASEPAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|DBS Broly|size=32px|label=Broly (DBS)}}</center>
{{DBFZ/CharacterLinks}}
 
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==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#cargo_query:tables=dbfzCharacters
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==Normal Moves==
==Normal Moves==
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! L !! M !! H !! S !! Cancel
! L !! M !! H !! S !! Cancel
|-
|-
! <span style="color:blue">5L<sup>[2]</sup></span>
! {{color|cornflowerblue|5L<sup>[2]</sup>}}
| <span style="color:green">5LL<sup>[+]</sup>,</span> 2L || 5M, 2M, 6M || 5H, 2H, 6H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
| {{color|green|5LL<sup>[+]</sup>,}} 2L || 5M, 2M, 6M || 5H, 2H, 6H || 5S, 2S || DR, {{color|red|Jump<sup>[-]</sup>,}} Sp
|-
|-
! 5LL
! 5LL
| <span style="color:red">5LLL<sup>[-]</sup></span> || 5M, 2M, 6M || 5H, 2H, 6H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
| {{color|red|5LLL<sup>[-]</sup>}} || 5M, 2M, 6M || 5H, 2H, 6H || 5S, 2S || {{color|red|Jump<sup>[-]</sup>,}} Sp
|-
|-
! 5LLL
! 5LLL
| - || - || - || - || Sp
| - || - || - || - || Sp
|-
|-
! <span style="color:blue">2L<sup>[2]</sup></span>
! {{color|cornflowerblue|2L<sup>[2]</sup>}}
| 5L || 5M, 2M, 6M || 5H, 2H, 6H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
| 5L || 5M, 2M, 6M || 5H, 2H, 6H || 5S, 2S || {{color|red|Jump<sup>[-]</sup>,}} Sp
|-
|-
! 5M
! 5M
| - || 2M, 6M || 5H, 2H, 6H || 5S, 2S || <span style="color:red">Jump<sup>[-]</sup>,</span> Sp
| - || 2M, 6M || 5H, 2H, 6H || 5S, 2S || {{color|red|Jump<sup>[-]</sup>,}} Sp
|-
|-
! <span style="color:blue">2M<sup>[4]</sup></span>
! {{color|cornflowerblue|2M<sup>[4]</sup>}}
| - || 5M, <span style="color:green">2M<sup>[+]</sup>,</span> 6M || 5H, 2H, 6H || 5S, 2S || Sp
| - || 5M, {{color|green|2M*<sup> [+]</sup>,}} 6M || 5H, 2H, 6H || 5S, 2S || Sp
|-
|-
! 6M
! 6M
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|-
|-
! j.L
! j.L
| <span style="color:red">j.LL<sup>[-]</sup></span> || j.M || j.H, j.2H || j.S || Jump, Sp
| {{color|red|j.LL<sup>[-]</sup>}} || j.M || j.H, j.2H || j.S || Jump, Sp
|-
|-
! <span style="color:blue">j.LL<sup>[j.M]</sup></span>
! {{color|purple|j.LL<sup>[j.M]</sup>}}
| - || - || j.H, j.2H || j.S || Jump, Sp
| - || - || j.H, j.2H || j.S || Jump, Sp
|-
|-
! <span style="color:blue">j.M<sup>[j.LL]</sup></span>
! {{color|purple|j.M<sup>[j.LL]</sup>}}
| j.L || - || j.H, j.2H || j.S || Jump, Sp
| j.L || - || j.H, j.2H || j.S || Jump, Sp
|-
|-
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::For example, 5M > 2MM and 2MM > 5M work, but 2MMMM > 5M does not
::For example, 5M > 2MM and 2MM > 5M work, but 2MMMM > 5M does not
:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is only available on hit</span>
:{{color|red|'''X<sup>[-]</sup>''' <nowiki>=</nowiki> X is only available on hit}}
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available even on whiff</span>
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used # times per string (Default is 1)</span>
:{{color|cornflowerblue|'''X<sup>[#]</sup>''' <nowiki>=</nowiki> X can be used # times per string (Default is 1)}}
:<span style="color:blue">'''X<sup>[Y]</sup>''' = X can't be used if Y has been used in the string</span>
:{{color|purple|'''X<sup>[Y]</sup>''' <nowiki>=</nowiki> X can't be used if Y has been used in the string}}
:'''Sp''' = Special, Super, and Meteor Attacks. This also includes Super Dash and Sparking Blast
:'''Sp''' = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge


==Sources==
==Sources==


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|DBS Broly|size=32px|label=Broly (DBS)}}</center>
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:DBFZ/Navigation}}
{{DBFZ/Navigation}}

Latest revision as of 05:07, 13 December 2023

Broly (DBS)

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.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


System Data

Normal Moves

Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections

Special Moves

Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections

Z Assists

Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections

Super Moves

Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S DR, Jump[-], Sp
5LL 5LLL[-] 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L 5M, 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
5M - 2M, 6M 5H, 2H, 6H 5S, 2S Jump[-], Sp
2M[4] - 5M, 2M* [+], 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 - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • 2M can only be done 2 times when cancelling from or to 5M
For example, 5M > 2MM and 2MM > 5M work, but 2MMMM > 5M does not
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used 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

Navigation

Broly (DBS)
To edit frame data, edit values in DBFZ/DBS Broly/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information