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DBFZ/Goku Black/Frame Data
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DBFZ
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Goku Black
Revision as of 09:19, 16 March 2018 by
73.231.90.236
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→Super Moves
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Added frame data based on hitbox viewer and 60fps recording
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
-
34
25
65
-
-
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
-
Sources
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Moves
3
Special Moves
4
Assist
5
Super Moves
6
Sources