DBFZ/Hit/Frame Data: Difference between revisions

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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Vital Point Attack
{{AttackVersion|name=Vital Point Attack|subtitle=236L}}
|-
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
! colspan=16 style="background: white;"|Tides of Time
{{AttackVersion|name=Tides of Time|subtitle=236M/H}}
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
Line 103: Line 99:
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
! colspan=16 style="background: white;"|Direct Hit
{{AttackVersion|name=Direct Hit|subtitle=236L > L}}
|-
{{AttackVersion|name=236L > L}}
{{#lst:{{BASEPAGENAME}}/Data|236L L}}
{{#lst:{{BASEPAGENAME}}/Data|236L L}}
{{#lst:{{BASEPAGENAME}}/Data|236L L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L L Extra}}
|-
|-
! colspan=16 style="background: white;"|Time Release
{{AttackVersion|name=Time Release|subtitle=236M/H > L}}
|-
{{AttackVersion|name=236M/H > L}}
{{#lst:{{BASEPAGENAME}}/Data|236M L}}
{{#lst:{{BASEPAGENAME}}/Data|236M L}}
{{#lst:{{BASEPAGENAME}}/Data|236M L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M L Extra}}
|-
|-
! colspan=16 style="background: white;"|Instant Blow
{{AttackVersion|name=Instant Blow|subtitle=236L > M}}
|-
{{AttackVersion|name=236L > M}}
{{#lst:{{BASEPAGENAME}}/Data|236L M}}
{{#lst:{{BASEPAGENAME}}/Data|236L M}}
{{#lst:{{BASEPAGENAME}}/Data|236L M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L M Extra}}
|-
|-
{{AttackVersion|name=236M/H > M}}
{{AttackVersion|name=Instant Blow|subtitle=236M/H > M}}
{{#lst:{{BASEPAGENAME}}/Data|236M M}}
{{#lst:{{BASEPAGENAME}}/Data|236M M}}
{{#lst:{{BASEPAGENAME}}/Data|236M M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M M Extra}}
|-
|-
! colspan=16 style="background: white;"|Guard Breaker
{{AttackVersion|name=Guard Breaker|subtitle=236L > H}}
|-
{{AttackVersion|name=236L > H}}
{{#lst:{{BASEPAGENAME}}/Data|236L H}}
{{#lst:{{BASEPAGENAME}}/Data|236L H}}
{{#lst:{{BASEPAGENAME}}/Data|236L H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L H Extra}}
|-
|-
{{AttackVersion|name=236M/H > H}}
{{AttackVersion|name=Guard Breaker|subtitle=236M/H > H}}
{{#lst:{{BASEPAGENAME}}/Data|236M/H H}}
{{#lst:{{BASEPAGENAME}}/Data|236M H}}
{{#lst:{{BASEPAGENAME}}/Data|236M/H H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M H Extra}}
|-
! colspan=16 style="background: white;"|Icy Glare
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=Icy Glare|subtitle=214L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
! colspan=16 style="background: white;"|Deadly Intent
{{AttackVersion|name=Deadly Intent|subtitle=236S}}
|-
{{AttackVersion|name=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
! colspan=16 style="background: white;"|Mark of an Assassin
{{AttackVersion|name=Mark of an Assassin|subtitle=214S}}
|-
{{AttackVersion|name=214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Realized Power
{{AttackVersion|name=Realized Power|subtitle=236L+M}}
|-
{{AttackVersion|name=236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=Realized Power|subtitle=j.236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
|-
|-
! colspan=16 style="background: white;"|Death Blow
{{AttackVersion|name=Death Blow|subtitle=236HS}}
|-
{{AttackVersion|name=236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
! colspan=16 style="background: white;"|I Keep Improving
{{AttackVersion|name=I Keep Improving|subtitle=214L+M or 214HS}}
|-
{{AttackVersion|name=214L+M|subtitle=or 214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}

Revision as of 05:12, 22 May 2021

System Data


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L


5LL


5LLL


2L


5M


2M


6M


5H


2H


5S
Catch


5S
Attack


j.L


j.M


j.H


j.2H


j.S
Catch


j.S
Attack


Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Vital Point Attack
236L


Tides of Time
236M/H


236H


Direct Hit
236L > L


Time Release
236M/H > L


Instant Blow
236L > M


Instant Blow
236M/H > M


Guard Breaker
236L > H


Guard Breaker
236M/H > H


Icy Glare
214L/M/H


Deadly Intent
236S


Mark of an Assassin
214S


Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Guard Breaker


Assist B


Assist C


Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Realized Power
236L+M


Realized Power
j.236L+M


Death Blow
236HS


I Keep Improving
214L+M or 214HS


Sources

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

Navigation

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

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