DBFZ/Master Roshi/Frame Data

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System Data


Normal Moves

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 90%+1 All 6 3 14 -5 1
5LL 180×4 100%+1 (Once) All 8 -7 2
5LLL 200×4, 300 U3+ 100%+1 All 15 -5 3
5M 700 100%+1 All 11 4 20 -8 2
5H 850 / 1000 U1 100%+1 All 17 4 26 -14 4
5S 700 90%+1 All 17 6 31 -5 3
2L 400 90%+1 Low 7 3 13 -4 1
2M 700 100%+1 Low 12 6 20 -10 2
2H 850 / 1000 U1+ 100%+1 All 13 3 29 -16 4-15 Head 4
2S Total 24(+7L) 1-21 Ki Blasts
6M 850 80%+1 High 24 4 6+6L ±0 3 15 18 23
6H 0, 850 U1 80%+1 All 37 2 25 -5 26-33 All 3
6S 500 90%+1 All 16 -15 2
6SS 700 90%+1 All +2 2
3H 700 100%+1 All 14 3 42 -29 4-16 Head 2
j.L 400 90%+1 High 7 3 12 1
j.M 700 90%+1 High 11 4 21 2
5LLLLLLL 850 / 1000 D3+ 90%+1 High 12 6 30 3 / 4
j.H 850 / 1000 D1+ 90%+1 High 12 6 30 3 / 4
j.S 500 90%+1 All 13 Total 35+12L 2
j.2H 850 U1 90%+1 All 13 6 21 3
j.2S Until L(+7L) 1-21 Ki Blasts
j.4M 850 90%+1 High 11 6 15 2


Unique Mechanics

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
5HS Masterful Leap 23 Total 31+12L 1-31 Ki Blasts, 4-18 Throw
2HS Masterful Leap 15 Total 28 1-28 Ki Blasts, 4-18 Throw
4HS Masterful Leap 19 Total 38 1-38 Ki Blasts, 4-18 Throw
j.HS Reverse Kamehameha 300 [1000] {1100} 90%+1 All 21 18 13+12L +5 [-8] 1-51 Ki Blasts 2 [3]
Z Change Reverse Kamehameha 300 [1000] 90%+1 All 21 ±0 1-? Ki Blasts 2 [3]


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
j.2M Turtle Drop 900 D1 80%+1 All 13 Until L 16 -5 ~ -2 2
236L L Wise Warrior 300, 630 90%+1 All 14 7 27 -5 3
236M M Wise Warrior 300, 900 U1+ 90%+1 All 17 7 27 -5 3
236H H Wise Warrior 300, 990 U1+ 90%+1 All 11 7 27 -5 3
j.236L Air L Wise Warrior 300, 630 90%+1 All 14 7 27 -5 3
j.236M Air M Wise Warrior 300, 900 U1+ 90%+1 All 16 7 27 -5 3
j.236H Air H Wise Warrior 300, 990 U1+ 90%+1 All 11 7 27 -5 3
214L L Martial Spirit 300, 900 80%+1 (Once) All 17 ? (3) 5 20 -5 4-21 Armor (10) 3
214M M Martial Spirit 300, 950 U1+ 80%+1 (Once) / 80%+1×2 All 17 ? (3) 5 20 -5 4-21 Armor (10) 3
214H H Martial Spirit 300, 900×2 U1+ 80%+1×2 (Once), 80%+1 All 10 ? (3) ? (4) 5 20 -15 1-14 Armor (10) 3
22L L Jumping Splits 900 100%+1 All 8 3 18 -5 4-20 Low 3
22M M Jumping Splits 1000 D1 100%+1 All 8 3 18 -5 4-24 Low 3
22H H Jumping Splits 1300 D1 100%+1 All 8 3 18 -5 1-24 Low 3
236S Kamehameha 1000 90%+1 All 18 17 18 -9 3 Launch
214S Thunder Shock Surprise 1476 U2+ 80%+1 Throw 21 Until Off Screen 48 from last active 0
22S Lullaby Fist 0 U2+ 80%+1 Throw 28 3 40 0 Crumple


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 Kamehameha 800 90%+2 All 35 +32 3 32
Assist B Martial Spirit 300, 700 90%+2 (Once) All 26 +25, +25 26-28f Guardpoint 3 Launch
Assist C Turtle Hermit Flurry 150×4, 400×2 90%+2 (Once) All 41 [21] +50 0×4, 3 / 0×4, 3×2


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 Evil Containment Wave 2200 UDV All 10+4 17 88 -70 10-22 All 4
236HS Turtle Hermit Extraordinaire 2364 UDV All 10+4 2 34 -20 10-15 All 4
236[HS] Full-Power Kamehameha
214LM The Greatest Kamehameha 4108 UDV All 9+3 86 50 -34 1-18 All 4


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

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