DBFZ/Goku/Frame Data

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< DBFZ‎ | Goku
Revision as of 07:45, 8 February 2019 by Shtkn (talk | contribs) (→‎Sources)

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System Data

Health:

Prejump:

Assist Cooldown:


Normal Moves

Version 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.
- All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - L - - - - - - - H - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - H - - - - - - - H - - - - - - - H - - - - - - - H - - - - - - - All - - - - - - - All - - - - - -

Special Moves

Version 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
- All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - - - All - - - - - -
Back Throw
- Throw - - - - - - - Throw - - - - - - - Throw - - - - - -
Kamehameha
- All - - - - - - - All - - - - - -
Everyone, lend me your energy!
- - - - - - - -
Spirit Bomb
- All - - - - - -

Assist Moves

Version 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.
5LLL
- All - 39 - - - -

Super Moves

Version 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.
Kaio-ken
- All - - - - - -
700 All - - - - - -
700 H - - - - - -
700 All - - - - - -
700 L - - - - - -
900 Throw - - - - - -
800 All - - - - - -
800 All - - - - - -
- All - - - - - -
- All - - - - - -
- All - - - - - -
Super Spirit Bomb
- All - - - - - -
- All - - - - - -

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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