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DBFZ/Piccolo/Frame Data
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DBFZ
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Piccolo
Revision as of 06:19, 15 March 2018 by
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Navigation
Overview
Combos
Strategy/Counter Strategy
Full Frame Data
System Data
Health
:
10,000
Prejump:
Assist Cooldown:
Normal Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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
12
-3
-
700
All
-
9
3
15
-2
-
1000
All
-
15
3
18
-5
-
400
Low
-
7
4
12
-4
-
700
All
-
10
3
18
-5
-
700
Low
-
10
4
18
-6
-
850
High
-
24
6
10
0
-
850
All
-
15
4
21
-9
-
850
All
-
13
3
31
-18
-
500
Throw
-
28
7
19
-
-
1140
Throw
-
19
7
17
-
-
875
All
-
16
10
24
-5
-
875
All
-
16
10
24
-5
-
400
High
-
6
3
14
-3
-
500
High
-
10
2
-
-
-
500
High
-
6
4
10
+5
-
850
High
-
13
6
20
-6
-
850
All
-
11
4
30
-15
-
500
Throw
-
24
7
21
-
-
Special Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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.
Demon Elbow
900
All
-
30
4
17
-2
-
1000
All
-
31
6
17
-2
-
1100
All
-
29
4
17
-2
-
900
All
-
30
4
18
-3
-
1000
All
-
31
6
17
-2
-
1100
All
-
29
4
19
-4
-
Demon Slicer
900
All
-
5,10
7
16
-4
-
1000
High
-
5,14
6
15
-3
-
1100
All
-
0,11
7
22
-10
-
900
All
-
16
8+
16
-4
-
1000
High
-
19
8+
16
-4
-
1100
All
-
16
8+
16
-4
-
Homing Energy Blast
700
All
-
19
1
22
-2
-
700
All
-
19
1
22
-2
-
Assist
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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.
Homing Energy Blast
700
All
-
27
1
46
-
-
Super Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows how many frame that the corresponding move needs to go through in order to reach its active frames.
Active
Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
Recovery
Shows 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.
Special Beam Cannon
250+200x9=2050
All
-
11+4
34
33
-17
13
308+304*9=3116
All
-
122+4
37
33
-17
13
Hellzone Grenade
1651 (12 hits)
All
-
9+17
0
16
+73
2
Light Grenade
4095 (31 hits)
All
-
9+3
1
89
-35
23
Sources
Overview
Combos
Strategy/Counter Strategy
Resource Dump
Full Frame Data
Template:Navbar-DBFZ
Contents
Back to top
Contents
1
System Data
2
Normal Moves
3
Special Moves
4
Assist
5
Super Moves
6
Sources