DBFZ/Goku Black/Frame Data: Difference between revisions

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{{#lsth:DBFZ/Goku Black/Data|5S Full}}
{{#lsth:DBFZ/Goku Black/Data|5S Full}}
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|-
{{Description|14|text= Frame advantage is if strike hits; advantage improves with distance
{{Description|15|text= Frame advantage is if strike hits; advantage improves with distance
  }}
  }}
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|-
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"|God Slicer
! colspan=16 style="background: white;"|God Slicer
|-
|-
{{AttackVersion|name=236L|subtitle=|rowspan=2}}
{{AttackVersion|name=236L|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Goku Black/Data|236L Full}}
{{#lsth:DBFZ/Goku Black/Data|236L Full}}
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|-
{{Description|14|text= Frame advantage is for final strike
{{Description|15|text= Frame advantage is for final strike
  }}
  }}
|-
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{{#lsth:DBFZ/Goku Black/Data|236M Full}}
{{#lsth:DBFZ/Goku Black/Data|236M Full}}
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|-
{{Description|14|text= Frame advantage is for final strike
{{Description|15|text= Frame advantage is for final strike
  }}
  }}
|-
|-
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{{#lsth:DBFZ/Goku Black/Data|236H Full}}
{{#lsth:DBFZ/Goku Black/Data|236H Full}}
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|-
{{Description|14|text= Frame advantage is for final strike
{{Description|15|text= Frame advantage is for final strike
  }}
  }}
|-
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{{AttackVersion|name=j.236H|subtitle=}}
{{AttackVersion|name=j.236H|subtitle=}}
{{#lsth:DBFZ/Goku Black/Data|j.236H Full}}
{{#lsth:DBFZ/Goku Black/Data|j.236H Full}}
! colspan=14 style="background: white;"|Instant Transmission
! colspan=16 style="background: white;"|Instant Transmission
|-
|-
{{AttackVersion|name=214L|subtitle=|rowspan=2}}
{{AttackVersion|name=214L|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Goku Black/Data|214L Full}}
{{#lsth:DBFZ/Goku Black/Data|214L Full}}
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|-
{{Description|14|text= Teleport frames 19-25
{{Description|15|text= Teleport frames 19-25
  }}
  }}
|-
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{{#lsth:DBFZ/Goku Black/Data|214M Full}}
{{#lsth:DBFZ/Goku Black/Data|214M Full}}
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|-
{{Description|14|text= Teleport frames 19-25
{{Description|15|text= Teleport frames 19-25
  }}
  }}
|-
|-
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{{#lsth:DBFZ/Goku Black/Data|214H Full}}
{{#lsth:DBFZ/Goku Black/Data|214H Full}}
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|-
{{Description|14|text= Teleport frames 19-25
{{Description|15|text= Teleport frames 19-25
  }}
  }}
! colspan=14 style="background: white;"|Fierce God Kick
! colspan=16 style="background: white;"|Fierce God Kick
|-
|-
{{AttackVersion|name=j.214L|subtitle=|rowspan=2}}
{{AttackVersion|name=j.214L|subtitle=|rowspan=2}}
{{#lsth:DBFZ/Goku Black/Data|j.214L Full}}
{{#lsth:DBFZ/Goku Black/Data|j.214L Full}}
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{{Description|14|text= Remains active until Goku Black lands
{{Description|15|text= Remains active until Goku Black lands
  }}
  }}
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{{#lsth:DBFZ/Goku Black/Data|j.214M Full}}
{{#lsth:DBFZ/Goku Black/Data|j.214M Full}}
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{{Description|14|text= Remains active until Goku Black lands
{{Description|15|text= Remains active until Goku Black lands
  }}
  }}
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{{#lsth:DBFZ/Goku Black/Data|j.214H Full}}
{{#lsth:DBFZ/Goku Black/Data|j.214H Full}}
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{{Description|14|text= Remains active until Goku Black lands
{{Description|15|text= Remains active until Goku Black lands
  }}
  }}
! colspan=14 style="background: white;"|Black Kamehameha
! colspan=16 style="background: white;"|Black Kamehameha
|-
|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/Goku Black/Data|236S Full}}
{{#lsth:DBFZ/Goku Black/Data|236S Full}}
! colspan=14 style="background: white;"|Binding Black Kamehameha
! colspan=16 style="background: white;"|Binding Black Kamehameha
|-
|-
{{AttackVersion|name=214S|subtitle=}}
{{AttackVersion|name=214S|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Black Kamehameha
! colspan=16 style="background: white;"|Black Kamehameha
|-
|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
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! colspan=14 style="background: white;"|God Slicer Dance
! colspan=16 style="background: white;"|God Slicer Dance
|-
|-
{{AttackVersion|name=236LM|subtitle=}}
{{AttackVersion|name=236LM|subtitle=}}
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{{#lsth:DBFZ/Goku Black/Data|j.236LM Full}}
{{#lsth:DBFZ/Goku Black/Data|j.236LM Full}}
|-
|-
! colspan=14 style="background: white;"|Holy Light Grenade
! colspan=16 style="background: white;"|Holy Light Grenade
|-
|-
{{AttackVersion|name=236HS|subtitle=}}
{{AttackVersion|name=236HS|subtitle=}}
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{{#lsth:DBFZ/Goku Black/Data|j.236HS Full}}
{{#lsth:DBFZ/Goku Black/Data|j.236HS Full}}
|-
|-
! colspan=14 style="background: white;"|The Work of a God
! colspan=16 style="background: white;"|The Work of a God
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=214LM|subtitle=or 214HS}}

Revision as of 16:19, 7 April 2019

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

Frame advantage is if strike hits; advantage improves with distance

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.
God Slicer
236L

Frame advantage is for final strike

236M

Frame advantage is for final strike

236H

Frame advantage is for final strike

j.236L
j.236M
j.236H Instant Transmission
214L

Teleport frames 19-25

214M

Teleport frames 19-25

214H

Teleport frames 19-25

Fierce God Kick
j.214L

Remains active until Goku Black lands

j.214M

Remains active until Goku Black lands

j.214H

Remains active until Goku Black lands

Black Kamehameha
236S Binding Black Kamehameha
214S

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.
Black Kamehameha
A1/A2

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.
God Slicer Dance
236LM
j.236LM
Holy Light Grenade
236HS
j.236HS
The Work of a God
214LM
or 214HS
j.214LM
or j.214HS

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

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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.

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