DBFZ/Frieza/Frame Data

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< DBFZ‎ | Frieza
Revision as of 05:59, 26 September 2021 by Shtkn (talk | contribs) (moving to cargo)

System Data


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
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
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Death Slash 1100 All 14 5 26 -2
236M M Death Slash 1100 All 14 5 23 -2
236H H Death Slash 1000×2 All 12 9 20 -2
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 30 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
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
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

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.

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