DBFZ/Hit/Frame Data

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Glossary

How do I read frame data?

Frame Data Glossary
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon
Hit
DBFZ_Hit_Icon.png



Normal Attacks

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 12 -3 1 11 16 16
5LL 700 All 10 3 18 -5
5LLL 350×2, 450 U3+ All 10 3 18 -5 4 18 Launch 35 / 34
5M 700 All 9-13 3 15 -2 2 15 18 18
5H 850 / 1000 U1 All 15-20 21 -7 4 15 Launch 22 / 39 + WSplat
5S Catch All 4 15 22 3-18 Guard Point
5S Attack 850 U1 All 10 -7
2L 850 High 20 4 19 -7 2 15 Tech 22
2M 700 Low 27 3 18 -5 2 15 Launch 22
2H 850 / 1000 U1+ All 13 3 27 -14 4-15 Head 4 15 Launch 22 / 39
6M 850 High 24 7 3+6L ±0 3 15 18 23
j.L 400 High 6 3 12 1 11 16 16
j.M 700 High 9 4 2 15 18 18
5LLLLLLL 850 / 1000 D3+ High 13 4 3 / 4 15 20 60 / 34 + WBounce
j.H 850 / 1000 D1+ High 13 4 3 / 4 15 20 60 / 59 + Slide 34
j.S Catch 4 15 28
j.S Attack 15-21
j.2H 850 U1+ All 13 3 3 15 Launch 20 / 39


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L Vital Point Attack 11 11-50 70
236L > L Direct Hit 900 All 5-12 4 14 -2 Launch
236L > M Instant Blow 1450 D1 All 8-15 3 17 -4 Launch
236L > H Guard Breaker 1500 U1 All 7-14 6 18 -5 1-9~19 All Launch
236M Tides of Time 28 28-51 20 18-60 All
236H Tides of Time 14 14-40 15 4-? All
236M > L Time Release 700×1~3 All [High] 9, 10, 11 7, 7, 8 32 -18
236M > M Instant Blow 1450 D1 All 20-31 3 17 -4
236M > H Guard Breaker 1500 U1 All 19-30 3 18 -5
214L L Icy Glare 230×7 U1 Throw 26 min 4 24 Launch
214M M Icy Glare 230×7 U1 Throw 34 min 4 24 Launch
214H H Icy Glare 260×7 U1 Throw 24 min 4 24 Launch
236S Deadly Intent 5 22-31 (stance) 5-Recovery Projectile
214S Mark of an Assassin 5 25 5-29 Projectile


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Guard Breaker 800 All 26 6 +29 29 Launch
Assist B Instant Blow 800 All 30 6 +29 29 Launch
Assist C Time Release 450, 350×2 All 50, 21 10 +32 32 Launch


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236LM Realized Power 550×4 UDV All 7+4 -18 ?-? All 15 Launch
j.236LM Air Realized Power 550×4 UDV All 7+4 -18 ?-? All 15 Launch
236HS Death Blow 2564 UDV All 16+4 1 22 -16 ?-? All Launch
214HS I Keep Improving 4300 UDV All 9+3 -14 1-? All Hard Knockdown Hard Knockdown


Sources

https://twitter.com/GFAnBi/status/957915601095352320

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Hit/Data.