DBFZ/Goku/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Goku
No edit summary
(removing roadmap links)
Line 233: Line 233:
==Navigation==
==Navigation==
{{#lst:DBFZ/Goku/Data|Links}}
{{#lst:DBFZ/Goku/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}

Revision as of 07:53, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
Super Spirit Bomb damage
Hit Count Raw (First hit applies scaling) Minimum
1 5200 1872
2 60, 4680 12, 1872
3 - 16 60, 54*1-14, 4680 12*14-15, 1872
17 - 31 60, 54*14, 36*1-15, 4185 12*15, 8*1-15, 1767
32 - 60 60, 54*14, 36*15, 18*1-29, 4005 12*15, 8*15, 4*1-29, 1691
61+ 60, 54*14, 36*15, 18*29, 9*1+, 3960 12*15, 8*15, 4*29, 2*1+, 1672
DBFZ Goku SpiritBombDamage.png


Sources

Navigation

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

Template:Navbar-DBFZ