DBFZ/Hit/Frame Data: Difference between revisions

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==Navigation==
==Navigation==
{{#lsth:DBFZ/Hit/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Hit/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[DBFZ/Hit/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{#lsth:DBFZ/Hit/Data|Links}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Hit]]
[[Category: Hit]]

Revision as of 01:19, 2 March 2019

System Data


Normal Attacks

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 - - -3 - 700 All - 10 - - -5 - 1070 All - 10 - - -5 - 700 H - 20 - - -5 - 700 All - 10 - - -2 - 700 L - 27 - - -5 - 850 H - 24 - - 0 - 850 All - 14 - - -8 - 850 All - 13 - - -14 - - - - 4 - - - - 850 All - - - - - - 400 H - - - - - - 700 H - - - - - - 850 All - - - - - - 850 All - - - - - - - - - - - - - - - - - - - - - -

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.
Vital Point Attack
- - - 10 - - - - Tides of Time
- - - 27 - - - - Direct Hit
1000 All - 6 - - -2 - Time Release
700 All [H for 2L] - - - - - - Instant Blow
1100 All - 8 - - -4 - 1100 All - 19 - - - - Guard Breaker
1200 All - 7 - - -5 - 1200 All - 20 - - - -
Icy Glare
1160 UNB - 31 - - - - 1160 UNB - 35 - - - - 1508 UNB - 31 - - - - Deadly Intent
- - - - - - - - Mark of an Assassin
- - - - - - - -

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.
Guard Breaker
800 All - 32 - - - -

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.
Realized Power
2200 All - - - - - - 2200 All - - - - - - Death Blow
2564 All - - - - - - I Keep Improving
4300 All - - - - - -

Sources

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

Navigation

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