DBFZ/Goku/Frame Data: Difference between revisions

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< DBFZ‎ | Goku
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"| Heavy Elbow
{{AttackVersion|name=Heavy Elbow|subtitle=236L/M/H|rowspan=3}}
|-
{{AttackVersion|name=236L}}
{{#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}}
|-
|-
{{AttackVersion|name=j.236L}}
{{AttackVersion|name=Air Heavy Elbow|subtitle=j.236L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{AttackVersion|name=j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{AttackVersion|name=j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
! colspan=16 style="background: white;"| Back Throw
{{AttackVersion|name=Back Throw|subtitle=214L/M/H|rowspan=3}}
|-
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
! colspan=16 style="background: white;"| Kamehameha
{{AttackVersion|name=Kamehameha|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 Kamehameha|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;"| Everyone, lend me your energy!
{{AttackVersion|name=Everyone, Lend Me Your Energy!|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;"| Spirit Bomb
{{AttackVersion|name=Spirit Bomb|subtitle=Energy > 214S (Lv 1/2/3)|rowspan=3}}
|-
{{AttackVersion|name=Energy > 214S|subtitle=Level 1}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 1}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 1}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 1 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 1 Extra}}
|-
|-
{{AttackVersion|name=Energy > 214S|subtitle=Level 2}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 2}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 2}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 2 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 2 Extra}}
|-
|-
{{AttackVersion|name=Energy > 214S|subtitle=Level 3}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 3}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 3}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 3 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S 214S Level 3 Extra}}
Line 185: Line 167:
{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"| Kaioken
{{AttackVersion|name=Kaioken|subtitle=236LM or 236HS}}
|-
{{AttackVersion|name=236LM or 236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
Line 223: Line 203:
{{#lst:{{BASEPAGENAME}}/Data|236LM LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM LM Extra}}
|-
|-
{{AttackVersion|name=HS Followup Level 1}}
{{AttackVersion|name=HS Followup|subtitle=Lv 1/2|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 1}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 1}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 1 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 1 Extra}}
|-
|-
{{AttackVersion|name=HS Followup Level 2}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 2}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 2}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 2 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM HS Level 2 Extra}}
|-
|-
! colspan=16 style="background: white;"| Super Spirit Bomb
{{AttackVersion|name=Super Spirit Bomb|subtitle=214LM or 214HS}}
|-
{{AttackVersion|name=214LM or 214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{AttackVersion|name=j.214LM or j.214HS}}
{{AttackVersion|name=Air Super Spirit Bomb|subtitle=j.214LM or j.214HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}

Revision as of 06:51, 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


2L


5M


2M


6M


5H


2H


5S


2S


2SS


2SSS


j.L


j.M


j.H


j.2H


j.S


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.
Heavy Elbow
236L/M/H


Air Heavy Elbow
j.236L/M/H


Back Throw
214L/M/H


Kamehameha
236S


Air Kamehameha
j.236S


Everyone, Lend Me Your Energy!
214S


Spirit Bomb
Energy > 214S (Lv 1/2/3)


Z Assist

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
5LLL


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.
Kaioken
236LM or 236HS


5L Followup


2L Followup


5M Followup


2M Followup


5H Followup


5S Followup


2S Followup


LM Followup


HS Followup
Lv 1/2


Super Spirit Bomb
214LM or 214HS


Air Super Spirit Bomb
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/Data.

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