DBFZ/Goku Black/Frame Data: Difference between revisions

From Dustloop Wiki
Line 430: Line 430:
Placeholder
Placeholder


----
==Navigation==
{{CharLinks-DBFZ|GokuBlack}}
{{notice|To edit frame data, edit values in [[DBFZ/Goku Black/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.}}
 
{{#lsth:DBFZ/Goku Black/Data|Links}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Goku Black]]
[[Category: Goku Black]]

Revision as of 07:53, 8 February 2019

Template:CharNav-DBFZ

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.
400 All - 6 4 10 -2 - 700 All - 11 6 15 -5 - 1000 All - 14 6 15 -5 - 400 All - 8 3 15 -5 - 700 All - 10 3 18 -5 - 700 Low - 12 3 17 -4 - 850 High - 24 6 10 0 - 850 All - 14 3 23 -10 - 850 All - 18 3 28 -15 - 850/600 All - 13 1 27 -12 -


400 High - 6 3 12 -1 - 700 High - 9 3 15 -2 - 850 High - 13 3 18 -5 - 850 All - 13 3 24 -11 - 600 All - 13 1 20 0 -

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.
God Slicer
250, 800 All - 13, 13 1, 4 19 -4 - 250x4, 800 All - 20, 4x3, 13 1x4, 6 19 +2 - 250x4, 800 All - 13, 4x3, 13 1x4, 6 19 +2 - 250, 800 All - 13, 13 1, 4 27 -12 - 250x4, 800 All - 20, 4x3, 13 1x4, 6 27 -6 - 250x4, 800 All - 13, 4x3, 13 1x4, 6 27 -6 - Instant Transmission
0 - - 28 0 0 - - 0 - - 28 0 0 - - 0 - - 28 0 0 - - Fierce God Kick
900 All - 14 variable 18 -2 - 1120 (2 hits) All - 19 variable 18 -5 - 1300 (2 hits) All - 14 variable 18 -5 - Black Kamehameha
1094 (5 hits) All - 18 25 19 -14 - Binding Black Kamehameha
994 (5 hits) Throw, All - 31, 8 1, 17 19 -13 -

Assist

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.
Black Kamehameha
760 (5 hits) All - 40 25 65 - -

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.
God Slicer Dance
2090 (19 hits) All - 9+4 26 50 -24 13 2090 (19 hits) All - 9+4 26 56 -30 - Holy Light Grenade
2280 (2 hits) All - 9+4 16+23 29 -30 - 2280 (2 hits) All - 9+4 variable+23 29 -33 - The Work of a God
4015 (17 hits) All - 9+3 30 41 -38 - 4015 (17 hits) All - 9+3 30 33 -30 -

Z Combo Table

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - - - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • j.LL is a special tracking j.M that's only available on air-to-air hit.
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

Placeholder

Navigation

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