DBFZ/Goku Black/Frame Data: Difference between revisions

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(→‎Normal Moves: added frame data (obtained by using hitbox viewer and examining 60fps footage))
Line 23: Line 23:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5L
  |version=5L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 4|recovery= 10|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 31: Line 31:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LL
  |version=5LL
  |damage= |level= |attribute= |guard=  
  |damage= 700|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 11|active= 6|recovery= 15|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 39: Line 39:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5LLL
  |version=5LLL
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 14|active= 6|recovery= 15|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 46: Line 46:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=2L
  |version=2L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 8|active= 3|recovery= 15|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 54: Line 54:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=5M
  |version=5M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 10|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 62: Line 62:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version= 2M
  |version= 2M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= Low
  |startup= |active= |recovery= |frameAdv=
  |startup= 12|active= 3|recovery= 17|frameAdv= -4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 69: Line 69:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=6M
  |version=6M
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 24|active= 6|recovery= 10|frameAdv= 0
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 78: Line 78:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=5H
  |version=5H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 14|active= 3|recovery= 23|frameAdv= -10
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 86: Line 86:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=2H
  |version=2H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 18|active= 3|recovery= 28|frameAdv= -15
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
}}
{{FrameData-DBFZ
|version=5S
|damage= 850/600|level= |attribute= Strike/Projectile Lvl 1|guard= All
|startup= 13|active= 1|recovery= 27|frameAdv= -12
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description= Frame advantage is if strike hits; advantage improves with distance
  }}
  }}


Line 96: Line 104:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.L
  |version=j.L
  |damage= |level= |attribute= |guard=
  |damage= 400|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 3|recovery= 12|frameAdv= -1
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 104: Line 112:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.M
  |version=j.M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 3|recovery= 15|frameAdv= -2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 112: Line 120:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.H
  |version=j.H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= High
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 120: Line 128:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.2H
  |version=j.2H
  |damage= |level= |attribute= |guard=
  |damage= 850|level= |attribute= Strike|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 3|recovery= 24|frameAdv= -11
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 128: Line 136:
  {{FrameData-DBFZ
  {{FrameData-DBFZ
  |version=j.S
  |version=j.S
  |damage= |level= |attribute= |guard=
  |damage= 600|level= |attribute= Projectile Lvl 1|guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 1|recovery= 20|frameAdv= 0
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 135: Line 143:
  }}
  }}
|}
|}
==Special Moves==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"

Revision as of 05:18, 16 March 2018

System Data

Health: 10,000

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
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Instant Transmission
- - - - - - - - - - - - - - - - - - - - - - - - Fierce God Kick
- - - - - - - - - - - - - - - - - - - - - - - - Black Kamehameha
- - - - - - - - Binding Black Kamehameha
- - - - - - - -

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
- - - - - - - -

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
- - - - - - - - - - - - - - - - Holy Light Grenade
- - - - - - - - - - - - - - - - The Work of a God
- - - - - - - - - - - - - - - -

Sources


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