DBFZ/Gotenks/Frame Data: Difference between revisions

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{{#lst:DBFZ/Gotenks/Data|5H Full}}
{{#lst:DBFZ/Gotenks/Data|5H Full}}
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|-
{{Description|16|text=
{{Description|15|text=
*Values in [] are for max charge
*Values in [] are for max charge
}}
}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
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! colspan=17 style="background: white;"|Miracle Super Punch
! colspan=16 style="background: white;"|Miracle Super Punch
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
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{{#lst:DBFZ/Gotenks/Data|236[H] Full}}
{{#lst:DBFZ/Gotenks/Data|236[H] Full}}
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! colspan=17 style="background: white;"|Great Special Rolling Kick
! colspan=16 style="background: white;"|Great Special Rolling Kick
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
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{{AttackVersion|name=j.214H}}
{{AttackVersion|name=j.214H}}
{{#lst:DBFZ/Gotenks/Data|j.214H Full}}
{{#lst:DBFZ/Gotenks/Data|j.214H Full}}
! colspan=17 style="background: white;"|Vengeful Shout
! colspan=16 style="background: white;"|Vengeful Shout
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
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{{AttackVersion|name=j.236S}}
{{AttackVersion|name=j.236S}}
{{#lst:DBFZ/Gotenks/Data|j.236S Full}}
{{#lst:DBFZ/Gotenks/Data|j.236S Full}}
! colspan=17 style="background: white;"|Galactic Donuts
! colspan=16 style="background: white;"|Galactic Donuts
|-
|-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
{{#lst:DBFZ/Gotenks/Data|214S Full}}
{{#lst:DBFZ/Gotenks/Data|214S Full}}
! colspan=17 style="background: white;"|DIE DIE Missile Barrage
! colspan=16 style="background: white;"|DIE DIE Missile Barrage
|-
|-
{{AttackVersion|name=j.214S}}
{{AttackVersion|name=j.214S}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=17 style="background: white;"|Super Ghost Kamikaze Attack
! colspan=16 style="background: white;"|Super Ghost Kamikaze Attack
|-
|-
{{AttackVersion|name=236LM}}
{{AttackVersion|name=236LM}}
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{{AttackVersion|name=236HS}}
{{AttackVersion|name=236HS}}
{{#lst:DBFZ/Gotenks/Data|236HS Full}}
{{#lst:DBFZ/Gotenks/Data|236HS Full}}
! colspan=17 style="background: white;"|Charging Ultra Volleyball
! colspan=16 style="background: white;"|Charging Ultra Volleyball
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{#lst:DBFZ/Gotenks/Data|214HS Full}}
{{#lst:DBFZ/Gotenks/Data|214HS Full}}
|-
|-
{{Description|16|text=Beats lvl 2 projectiles, but loses to lvl 3s
{{Description|15|text=Beats lvl 2 projectiles, but loses to lvl 3s
  }}
  }}
|}
|}

Revision as of 14:55, 16 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
  • Values in [] are for max charge
2H
5S
j.L
j.M
j.H
j.2H
j.S
j.6S

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.
Miracle Super Punch
236L
[236L]
236M
[236M]
236H
[236H]
Great Special Rolling Kick
214L
214M
214H
j.214L
j.214M
j.214H Vengeful Shout
236S
j.236S Galactic Donuts
214S DIE DIE Missile Barrage
j.214S

Z Assists

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.
Assist A
Galactic Donuts
Assist B
Assist C

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.
Super Ghost Kamikaze Attack
236LM
236HS Charging Ultra Volleyball
214LM
or 214HS

Beats lvl 2 projectiles, but loses to lvl 3s

Sources

http://www.mediafire.com/file/w3968a8930sdch1/Gotenks%20Hitboxes.mkv (rec. May 28, 2018)

Navigation

To edit frame data, edit values in DBFZ/Gotenks/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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