DBFZ/DBS Broly/Frame Data

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DBFZ/DBS Broly/Frame Data/Data

System Data

DBFZ/DBS Broly/Frame Data/Data

Normal Moves

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.
5L

DBFZ/DBS Broly/Frame Data/Data

5LL

DBFZ/DBS Broly/Frame Data/Data

5LLL

DBFZ/DBS Broly/Frame Data/Data

5M

DBFZ/DBS Broly/Frame Data/Data

5H

DBFZ/DBS Broly/Frame Data/Data

  • Active on frame 4 after releasing H
  • Values in [ ] are on frame 36-38
5S

DBFZ/DBS Broly/Frame Data/Data

2L

DBFZ/DBS Broly/Frame Data/Data

2M

DBFZ/DBS Broly/Frame Data/Data

2H

DBFZ/DBS Broly/Frame Data/Data

2S

DBFZ/DBS Broly/Frame Data/Data

6M

DBFZ/DBS Broly/Frame Data/Data

j.L

DBFZ/DBS Broly/Frame Data/Data

j.M

DBFZ/DBS Broly/Frame Data/Data

5LLLLLLL

DBFZ/DBS Broly/Frame Data/Data

j.H

DBFZ/DBS Broly/Frame Data/Data

j.S

DBFZ/DBS Broly/Frame Data/Data

j.2H

DBFZ/DBS Broly/Frame Data/Data

Special Moves

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.
Raging Quake
236L

DBFZ/DBS Broly/Frame Data/Data

236M

DBFZ/DBS Broly/Frame Data/Data

236H

DBFZ/DBS Broly/Frame Data/Data

j.236L

DBFZ/DBS Broly/Frame Data/Data

j.236M

DBFZ/DBS Broly/Frame Data/Data

j.236H

DBFZ/DBS Broly/Frame Data/Data

Gigantic Fury
214L

DBFZ/DBS Broly/Frame Data/Data

214M

DBFZ/DBS Broly/Frame Data/Data

214H

DBFZ/DBS Broly/Frame Data/Data

Eraser Blow
236S

DBFZ/DBS Broly/Frame Data/Data

Gigantic Heave
214S

DBFZ/DBS Broly/Frame Data/Data

Assist

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.
Raging Quake
A1/A2

DBFZ/DBS Broly/Frame Data/Data

Super Moves

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.
Gigantic Charge
236LM

DBFZ/DBS Broly/Frame Data/Data

Gigantic Impact
j.236LM

DBFZ/DBS Broly/Frame Data/Data

Meteor Shower
236HS

DBFZ/DBS Broly/Frame Data/Data

j.236HS

DBFZ/DBS Broly/Frame Data/Data

Gigantic Roar
214LM
or 214HS

DBFZ/DBS Broly/Frame Data/Data

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 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[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 will not
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out 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

DBFZ/DBS Broly/Frame Data/Data

To edit frame data, edit values in DBFZ/DBS Broly/Frame Data/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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