
Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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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.
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 | ||||||||||||||||||||||||||||||
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For more values, see DBFZ/Frame Data |
System Data
Normal Moves
input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
5L | 400 | All | 6 | 3 | 13 | -4 | ||||||||
5LL | 700 | All | 10 | 4 | 16 | -6 | ||||||||
5LLL | 400 / 0,1000 | U3+ | All | 13 | 3 | 23 | -5 | |||||||
5M | 700 | All | 13 | 5 | 17 | -6 | ||||||||
5H | 150, 100×8 / 300, 100×8 | U1 | All | 13 | 5(8)P×8 | Total 55 | -13 ~ -3 | |||||||
5S | 300×6 | All | 9 | 2 [(11)1×6] | 25 | -4 | ||||||||
2L | 400 | Low | 7 | 3 | 13 | -4 | ||||||||
2M | 600×2 | Low | 10 | 4(10)4 | 14 | -2 | ||||||||
2H | 850 | All | 15 | 5 | 29 | -18 | ||||||||
2S | 700 | All | 12 | 1 | 24 | -3 | ||||||||
6M | 850 | High | 24 | 6 | 10 | 0 | ||||||||
j.L | 400 | High | 7 [6] | 4 | ||||||||||
j.M | 600×2 | High | 7 | 2(7)3 | ||||||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 13 | 5 | |||||||||
j.S | 500×3 | All | 12 | 6 | ||||||||||
j.2H | 850 / 1000 | D1 | All | 18 | 5 | |||||||||
j.2S | 600 | All | 14 |
Special Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L | L Death Slash | 1100 | All | 14 | 5 | 26 | -4 | ||||||||
236M | M Death Slash | 1100 | All | 18 | 5 | 23 | -2 | ||||||||
236H | H Death Slash | 1000×2 | All | 14 | 9 | 20 | -5 | ||||||||
236S | You might not survive this time | 300,300×4 / 0,400,850 | U2+ | All | 13 | 24+6L | -5 | ||||||||
j.236S | Air You might not survive this time | 300,300×4 / 0,400,850 | U2+ | All | 13 | Total 51 | -11 | ||||||||
214S | Death Saucer | 700×2, 700×2 | All | 33 | Total 61 | +2 | |||||||||
22S | Warp Smash | 900 | All | 34 | 5 | 31 | -3 | 4-19 All |
Z Assists
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
Assist A | Death Slash | 800 | All | 23 | 5 | 58 | +23 | 23 | |||||||
Assist B | You might not survive this time | 250, 175x3 | All | 19 | 31 | +11 | 11 | ||||||||
Assist C | Psychokinesis | 60, 42x8, 700 / 42x8, 700 | All | 20 | +24 ~ +31 | 24~29 |
Super Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L+M | Death Ball | 20*N, 2600 | UDV | All | 8+4 | ||||||||||
j.236L+M | Air Death Ball | 20*N, 2600 | UDV | All | 7+4 | ||||||||||
214L+M | Nova Strike | 4200 | UDV | High | 11+1 | -26 [+42] | |||||||||
j.214L+M | Air Nova Strike | 4200 | UDV | High | 11+1 | Until Landing | 1-6F after landing All | ||||||||
Knocked Down > [H+S] | You must die by my hand! | 480×10 | UDV | All | 39+2 | 45 | -68 [+35] | ||||||||
214H+S | Golden Frieza | 34+0 | 1-34 All | ||||||||||||
Golden Frieza ends > S | Sorbet's Ray Gun | 1200 | UDV | All | 8+0 |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S, 2S | DR, Jump[-], Sp |
5LL | 5LLL[+] | 5M, 2M, 6M | 5H, 2H | 5S, 2S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L[2] | 5L, 2L[+] | 5M, 2M, 6M | 5H, 2H | 5S, 2S | Sp |
5M | - | 2M, 6M | 5H, 2H | 5S, 2S | Jump[-], Sp |
2M | - | 5M, 6M | 5H, 2H | 5S, 2S | Sp |
6M | - | - | - | - | - |
5H | - | - | 2H | 5S, 2S | Sp |
2H | - | - | - | 2S | Sp |
5S | - | - | 5H, 2H | 2S | Sp |
2S | - | - | 5H[+], 2H[+] | 5S[+] | Sp[+] |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
j.L[2] | j.L, j.LL[-] | j.M | j.H, j.2H | j.S, j.2S | Jump, Sp |
j.LL[j.M] | - | - | j.H, j.2H | j.S, j.2S | Jump, Sp |
j.M[j.LL] | j.L | - | j.H, j.2H | j.S, j.2S | Jump, Sp |
j.H | - | - | j.2H | j.S, j.2S | Sp |
j.2H | - | - | - | j.S, j.2S | Sp |
j.S | - | - | j.2H | - | Sp |
j.2S | - | - | j.2H | - | Sp |
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- 5L and 2L can only be done a max of 2 times per string total
- 2S can't whiff cancel into Sparking Blast
- 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
http://www.mediafire.com/file/ub3y734dwku3tp4/Frieza%20Hitboxes.mkv (rec. April 24, 2018)

To edit frame data, edit values in DBFZ/Frieza/Data.