Toggle search
Search
Toggle menu
Notifications
Toggle personal menu
DBFZ/Gotenks/Frame Data
From Dustloop Wiki
Views
Read
View source
View history
associated-pages
Page
Discussion
More actions
<
DBFZ
|
Gotenks
Revision as of 21:04, 2 April 2018 by
75.139.29.181
(
talk
)
(Added frame data from character page)
(
diff
)
← Older revision
|
Latest revision
(
diff
) |
Newer revision →
(
diff
)
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
-
-
-3
-
700
All
-
10
-
-
-5
-
1000
All
-
13
-
-
-9
-
400
L
-
7
-
-
-4
-
700
All
-
9
-
-
-6
-
700
L
-
11
-
-
-7
-
850
H
-
24
-
-
4
-
850
All
-
13
-
-
-8
-
850
All
-
14
-
-
-19
-
350
All
-
14
-
-
-4
-
300
H
-
-
-
-
-
-
700
H
-
-
-
-
-
-
850
H
-
-
-
-
-
-
850
All
-
-
-
-
-
-
600
All
-
-
-
-
-
-
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.
Miracle Super Punch
370 [730 on hold]
All
-
9
-
-
-5
-
365 [635 on hold]
All
-
9
-
-
-
-
365 [815 on hold]
All
-
9
-
-
3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Great Special Rolling Kick
661
All
-
10
-
-
-3
-
805
All
-
10
-
-
-
-
913
All
-
10
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Vengeful Shout
1098
All
-
17
-
-
-19
-
1098
All
-
-
-
-
-
-
DIE DIE Missile Barrage
1078
All
-
-
-
-
-
-
Galactic Donut
1080
All
-
29
-
-
7
-
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.
Galactic Donut
765
All
-
-
-
-
-
-
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.
SUPER GHOST KAMIKAZE ATTACK
2000
All
-
-
-
-
-
-
600x4
All
-
-
-
-
-
-
CHARGING ULTRA BUU BUU VOLLEYBALL
3930
All
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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