DBFZ/Goku Black/Frame Data

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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.
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 -

Sources


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