DBFZ/Goku/Frame Data: Difference between revisions

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{{AttackVersion|name=Energy > 214S|subtitle=Level 1}}
{{AttackVersion|name=Energy > 214S|subtitle=Level 1}}
{{#lst:DBFZ/Goku/Data|214S > 214S Level 1 Full}}
{{#lst:DBFZ/Goku/Data|214S 214S Level 1 Full}}
|-
|-
{{AttackVersion|name=Energy > 214S|subtitle=Level 2}}
{{AttackVersion|name=Energy > 214S|subtitle=Level 2}}
{{#lst:DBFZ/Goku/Data|214S > 214S Level 2 Full}}
{{#lst:DBFZ/Goku/Data|214S 214S Level 2 Full}}
|-
|-
{{AttackVersion|name=Energy > 214S|subtitle=Level 3}}
{{AttackVersion|name=Energy > 214S|subtitle=Level 3}}
{{#lst:DBFZ/Goku/Data|214S > 214S Level 3 Full}}
{{#lst:DBFZ/Goku/Data|214S 214S Level 3 Full}}
|}
|}


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{{AttackVersion|name=5L Followup|subtitle=}}
{{AttackVersion|name=5L Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 5L Full}}
{{#lst:DBFZ/Goku/Data|236LM 5L Full}}
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|-
{{AttackVersion|name=2L Followup|subtitle=}}
{{AttackVersion|name=2L Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 2L Full}}
{{#lst:DBFZ/Goku/Data|236LM 2L Full}}
|-
|-
{{AttackVersion|name=5M Followup|subtitle=}}
{{AttackVersion|name=5M Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 5M Full}}
{{#lst:DBFZ/Goku/Data|236LM 5M Full}}
|-
|-
{{AttackVersion|name=2M Followup|subtitle=}}
{{AttackVersion|name=2M Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 2M Full}}
{{#lst:DBFZ/Goku/Data|236LM 2M Full}}
|-
|-
{{AttackVersion|name=5H Followup|subtitle=}}
{{AttackVersion|name=5H Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 5H Full}}
{{#lst:DBFZ/Goku/Data|236LM 5H Full}}
|-
|-
{{AttackVersion|name=5S Followup|subtitle=}}
{{AttackVersion|name=5S Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 5S Full}}
{{#lst:DBFZ/Goku/Data|236LM 5S Full}}
|-
|-
{{AttackVersion|name=2S Followup|subtitle=}}
{{AttackVersion|name=2S Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > 2S Full}}
{{#lst:DBFZ/Goku/Data|236LM 2S Full}}
|-
|-
{{AttackVersion|name=LM Followup|subtitle=}}
{{AttackVersion|name=LM Followup|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > LM Full}}
{{#lst:DBFZ/Goku/Data|236LM LM Full}}
|-
|-
{{AttackVersion|name=HS Followup Level 1|subtitle=}}
{{AttackVersion|name=HS Followup Level 1|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > HS Level 1 Full}}
{{#lst:DBFZ/Goku/Data|236LM HS Level 1 Full}}
|-
|-
{{AttackVersion|name=HS Followup Level 2|subtitle=}}
{{AttackVersion|name=HS Followup Level 2|subtitle=}}
{{#lst:DBFZ/Goku/Data|236LM > HS Level 2 Full}}
{{#lst:DBFZ/Goku/Data|236LM HS Level 2 Full}}
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! colspan=16 style="background: white;"| Super Spirit Bomb
! colspan=16 style="background: white;"| Super Spirit Bomb

Revision as of 05:01, 6 March 2020

System 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
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
2S
2SS
2SSS
j.L
j.M
j.H
j.2H
j.S

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.
Heavy Elbow
236L
236M
236H
j.236L
j.236M
j.236H
Back Throw
214L
214M
214H
Kamehameha
236S
j.236S
Everyone, lend me your energy!
214S
Spirit Bomb
Energy > 214S
Level 1
Energy > 214S
Level 2
Energy > 214S
Level 3

Z 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.
Assist A
5LLL
Assist B
Assist C

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.
Kaioken
236LM or 236HS
5L Followup
2L Followup
5M Followup
2M Followup
5H Followup
5S Followup
2S Followup
LM Followup
HS Followup Level 1
HS Followup Level 2
Super Spirit Bomb
214LM or 214HS
j.214LM or j.214HS

Sources

Navigation

To edit frame data, edit values in DBFZ/Goku/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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