DBFZ/Hit/Frame Data: Difference between revisions

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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Vital Point Attack
! colspan=16 style="background: white;"|Vital Point Attack
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
{{#lst:DBFZ/Hit/Data|236L Full}}
{{#lst:DBFZ/Hit/Data|236L Full}}
|-
|-
! colspan=17 style="background: white;"|Tides of Time
! colspan=16 style="background: white;"|Tides of Time
|-
|-
{{AttackVersion|name=236M}}
{{AttackVersion|name=236M}}
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{{AttackVersion|name=236H}}
{{AttackVersion|name=236H}}
{{#lst:DBFZ/Hit/Data|236H Full}}
{{#lst:DBFZ/Hit/Data|236H Full}}
! colspan=17 style="background: white;"|Direct Hit
! colspan=16 style="background: white;"|Direct Hit
|-
|-
{{AttackVersion|name=236L > L}}
{{AttackVersion|name=236L > L}}
{{#lst:DBFZ/Hit/Data|236L L Full}}
{{#lst:DBFZ/Hit/Data|236L L Full}}
|-
|-
! colspan=17 style="background: white;"|Time Release
! colspan=16 style="background: white;"|Time Release
|-
|-
{{AttackVersion|name=236M/H > L}}
{{AttackVersion|name=236M/H > L}}
{{#lst:DBFZ/Hit/Data|236M L Full}}
{{#lst:DBFZ/Hit/Data|236M L Full}}
|-
|-
! colspan=17 style="background: white;"|Instant Blow
! colspan=16 style="background: white;"|Instant Blow
|-
|-
{{AttackVersion|name=236L > M}}
{{AttackVersion|name=236L > M}}
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{{#lst:DBFZ/Hit/Data|236M M Full}}
{{#lst:DBFZ/Hit/Data|236M M Full}}
|-
|-
! colspan=17 style="background: white;"|Guard Breaker
! colspan=16 style="background: white;"|Guard Breaker
|-
|-
{{AttackVersion|name=236L > H}}
{{AttackVersion|name=236L > H}}
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{{#lst:DBFZ/Hit/Data|236M/H H Full}}
{{#lst:DBFZ/Hit/Data|236M/H H Full}}
|-
|-
! colspan=17 style="background: white;"|Icy Glare
! colspan=16 style="background: white;"|Icy Glare
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
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{{#lst:DBFZ/Hit/Data|214H Full}}
{{#lst:DBFZ/Hit/Data|214H Full}}
|-
|-
! colspan=17 style="background: white;"|Deadly Intent
! colspan=16 style="background: white;"|Deadly Intent
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
{{#lst:DBFZ/Hit/Data|236S Full}}
{{#lst:DBFZ/Hit/Data|236S Full}}
|-
|-
! colspan=17 style="background: white;"|Mark of an Assassin
! colspan=16 style="background: white;"|Mark of an Assassin
|-
|-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Realized Power
! colspan=16 style="background: white;"|Realized Power
|-
|-
{{AttackVersion|name=236L+M}}
{{AttackVersion|name=236L+M}}
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{{#lst:DBFZ/Hit/Data|j.236LM Full}}
{{#lst:DBFZ/Hit/Data|j.236LM Full}}
|-
|-
! colspan=17 style="background: white;"|Death Blow
! colspan=16 style="background: white;"|Death Blow
|-
|-
{{AttackVersion|name=236HS}}
{{AttackVersion|name=236HS}}
{{#lst:DBFZ/Hit/Data|236HS Full}}
{{#lst:DBFZ/Hit/Data|236HS Full}}
|-
|-
! colspan=17 style="background: white;"|I keep improving
! colspan=16 style="background: white;"|I keep improving
|-
|-
{{AttackVersion|name=214L+M|subtitle=or 214HS}}
{{AttackVersion|name=214L+M|subtitle=or 214HS}}

Revision as of 14:55, 16 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal Attacks

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
2H
5S
Catch
5S
Attack
j.L
j.M
j.H
j.2H
j.S
Catch
j.S
Attack

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.
Vital Point Attack
236L
Tides of Time
236M
236H Direct Hit
236L > L
Time Release
236M/H > L
Instant Blow
236L > M
236M/H > M
Guard Breaker
236L > H
236M/H > H
Icy Glare
214L
214M
214H
Deadly Intent
236S
Mark of an Assassin
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
Guard Breaker
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.
Realized Power
236L+M
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. 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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