DBFZ/Frieza/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Frieza
No edit summary
No edit summary
Line 86: Line 86:
{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Death Slash
! colspan=16 style="background: white;"|
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=Death Slash|subtitle=236L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
! colspan=16 style="background: white;"|You might not survive this time
{{AttackVersion|name=You Might Not Survive This Time|subtitle=236S}}
|-
{{AttackVersion|name=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=j.236S}}
{{AttackVersion|name=Air You Might Not Survive This Time|subtitle=j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
|-
|-
! colspan=16 style="background: white;"|Death Saucer
{{AttackVersion|name=Death Saucer|subtitle=214S}}
|-
{{AttackVersion|name=214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
! colspan=16 style="background: white;"|Warp Smash
{{AttackVersion|name=Warp Smash|subtitle=22S}}
|-
{{AttackVersion|name=22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22S Extra}}
Line 147: Line 139:
{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Death Ball
{{AttackVersion|name=Death Ball|subtitle=236LM or 236HS}}
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{AttackVersion|name=Air Death Ball|subtitle=j.236LM or j.236HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
|-
|-
! colspan=16 style="background: white;"|Nova Strike
{{AttackVersion|name=Nova Strike|subtitle=214LM}}
|-
{{AttackVersion|name=214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{AttackVersion|name=j.214LM|rowspan=2}}
{{AttackVersion|name=Air Nova Strike|subtitle=j.214LM|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}
|-
|-
{{Description|15|text=Additional active frames based on altitude, invul from 1st frame to 6 frames after landing
{{Description|15|text=
*Additional active frames based on altitude, invul from 1st frame to 6 frames after landing
}}
}}
|-
|-
! colspan=16 style="background: white;"|You must die by my hand!
{{AttackVersion|name=You Must Die By My Hand!|subtitle=Knocked Down [HS]}}
|-
{{AttackVersion|name=Knocked Down [HS]}}
{{#lst:{{BASEPAGENAME}}/Data|Knocked Down [HS]}}
{{#lst:{{BASEPAGENAME}}/Data|Knocked Down [HS]}}
{{#lst:{{BASEPAGENAME}}/Data|Knocked Down [HS] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Knocked Down [HS] Extra}}
|-
|-
! colspan=16 style="background: white;"|Golden Frieza
{{AttackVersion|name=Golden Frieza|subtitle=214HS}}
|-
{{AttackVersion|name=214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
|-
|-
! colspan=16 style="background: white;"|Sorbet's Ray Gun
{{AttackVersion|name=Sorbet's Ray Gun|subtitle=Golden Frieza ends S|rowspan=2}}
|-
{{AttackVersion|name=Golden Frieza ends S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Golden Frieza ends S}}
{{#lst:{{BASEPAGENAME}}/Data|Golden Frieza ends S}}
{{#lst:{{BASEPAGENAME}}/Data|Golden Frieza ends S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Golden Frieza ends S Extra}}

Revision as of 05:40, 21 May 2021

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L


5LL


5LLL


5M


5H


5S


2L


2M


2H


1S/2S/3S


6M


j.L


j.M


j.H


j.S


j.2H


j.2S


Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Death Slash
236L/M/H


You Might Not Survive This Time
236S


Air You Might Not Survive This Time
j.236S


Death Saucer
214S


Warp Smash
22S


Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Death Slash


Assist B


Assist C


Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Death Ball
236LM or 236HS


Air Death Ball
j.236LM or j.236HS


Nova Strike
214LM


Air Nova Strike
j.214LM


  • Additional active frames based on altitude, invul from 1st frame to 6 frames after landing
You Must Die By My Hand!
Knocked Down [HS]


Golden Frieza
214HS


Sorbet's Ray Gun
Golden Frieza ends S


Hits during timestop.

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M (1-2) - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H (1-9) - - 2H 5S, 2S Sp
2H - - - 2S Sp
5S (1-6) - - 5H, 2H 2S Sp
2S - - 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL(1-2) [j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - 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 (1-3) - - j.2H - Sp
j.2S - - j.2H - Sp
Golden Frieza
Ground Z Combo
L M H S Cancel
5L[2LL] 4LL, 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 4LL, 5LLL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL 4LL, 2L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2L[4LL] 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M 5L, 4LL, 2L, 2LL 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M (1-2) 5L, 4LL, 2L, 2LL 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H (1-9) 5L, 4LL, 2L, 2LL 5M, 2M, 6M 2H 5S, 2S Sp
2H 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H 5S, 2S Sp
5S (1-6) 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H, 2H 2S Sp
2S 5L, 4LL, 2L, 2LL 5M, 2M, 6M 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL(1-2) [j.4LL, j.M] j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L, j.4LL j.M j.2H j.S, j.2S Sp
j.2H j.L, j.4LL j.M j.H j.S, j.2S Sp
j.S (1-3) j.L, j.4LL j.M j.H, j.2H j.2S Sp
j.2S j.L, j.4LL j.M j.H, j.2H j.S Sp
  • j.LL acts like j.M with better reach, only comes out on air-to-air hit on the point character, and won't come out directly after j.L > j.4LL.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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)

Turtleon's Frame Data

Navigation

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

Template:Navbar-DBFZ