DBFZ/Janemba/Frame Data: Difference between revisions

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< DBFZ‎ | Janemba
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Shadow Kick
! colspan=16 style="background: white;"|Shadow Kick
|-
|-
{{AttackVersion|name=j.2M}}
{{AttackVersion|name=j.2M}}
{{#lst:DBFZ/Janemba/Data|j.2M Full}}
{{#lst:DBFZ/Janemba/Data|j.2M Full}}
|-
|-
! colspan=17 style="background: white;"|Demonic Blade
! colspan=16 style="background: white;"|Demonic Blade
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
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{{#lst:DBFZ/Janemba/Data|j.236H Full}}
{{#lst:DBFZ/Janemba/Data|j.236H Full}}
|-
|-
! colspan=17 style="background: white;"|Mystical Arm
! colspan=16 style="background: white;"|Mystical Arm
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
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{{#lst:DBFZ/Janemba/Data|214H Full}}
{{#lst:DBFZ/Janemba/Data|214H Full}}
|-
|-
! colspan=17 style="background: white;"|Hell Gate
! colspan=16 style="background: white;"|Hell Gate
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=j.214L}}
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{{#lst:DBFZ/Janemba/Data|j.214H Full}}
{{#lst:DBFZ/Janemba/Data|j.214H Full}}
|-
|-
! colspan=17 style="background: white;"|Phantom Shift
! colspan=16 style="background: white;"|Phantom Shift
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
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{{#lst:DBFZ/Janemba/Data|214S Full}}
{{#lst:DBFZ/Janemba/Data|214S Full}}
|-
|-
! colspan=17 style="background: white;"|Dimensional Hole
! colspan=16 style="background: white;"|Dimensional Hole
|-
|-
{{AttackVersion|name=22S|subtitle=Catch}}
{{AttackVersion|name=22S|subtitle=Catch}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Rakshasa's Claw
! colspan=16 style="background: white;"|Rakshasa's Claw
|-
|-
{{AttackVersion|name=236LM}}
{{AttackVersion|name=236LM}}
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{{#lst:DBFZ/Janemba/Data|j.236LM Full}}
{{#lst:DBFZ/Janemba/Data|j.236LM Full}}
|-
|-
! colspan=17 style="background: white;"|Savage Skewer
! colspan=16 style="background: white;"|Savage Skewer
|-
|-
{{AttackVersion|name=236HS}}
{{AttackVersion|name=236HS}}
{{#lst:DBFZ/Janemba/Data|236HS Full}}
{{#lst:DBFZ/Janemba/Data|236HS Full}}
|-
|-
! colspan=17 style="background: white;"|Needle Light Shower
! colspan=16 style="background: white;"|Needle Light Shower
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=214LM|subtitle=or 214HS}}

Revision as of 14:56, 16 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal 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.
5L
5LL
5LLL
5M
5H
5S
2L
2M
2H
2S
6M
j.L
j.M
j.H
j.S
j.2H

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.
Shadow Kick
j.2M
Demonic Blade
236L
236M
236H
j.236L
j.236M
j.236H
Mystical Arm
214L
214M
214H
Hell Gate
j.214L
j.214M
j.214H
Phantom Shift
236S
214S
Dimensional Hole
22S
Catch
22S
Attack

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
5S
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.
Rakshasa's Claw
236LM
j.236LM
or j.236HS
Savage Skewer
236HS
Needle Light Shower
214LM
or 214HS
j.214LM
or j.214HS

Sources

Navigation

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