DBFZ/SSB Gogeta/Frame Data: Difference between revisions

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{{AttackVersion|name=2H|subtitle=}}
{{AttackVersion|name=2H|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|2H Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|2H Full}}
|-
{{AttackVersion|name=2S|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|2S Full}}
|-
|-
{{AttackVersion|name=6M|subtitle=}}
{{AttackVersion|name=6M|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|236X
! colspan=16 style="background: white;"|Soul Strike
|-
|-
{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
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{{#lsth:DBFZ/SSB Gogeta/Data|236H Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|236H Full}}
|-
|-
! colspan=16 style="background: white;"|214X
{{AttackVersion|name=j.236L|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236L Full}}
|-
{{AttackVersion|name=j.236M|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236M Full}}
|-
{{AttackVersion|name=j.236H|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236H Full}}
|-
! colspan=16 style="background: white;"|Soul Strike Follow-Up 1
|-
{{AttackVersion|name=Soul Strike > L|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|236X > L Full}}
|-
{{AttackVersion|name=Soul Strike > M|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SSB Gogeta/Data|236X > M Full}}
|-
{{Description|15|text=*Head property if used in the air.
}}
|-
! colspan=16 style="background: white;"|Soul Strike Follow-Up 2
|-
{{AttackVersion|name=Soul Strike Follow-Up 1 > L|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|236X > X > L Full}}
|-
{{AttackVersion|name=Soul Strike Follow-Up 1 > M|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|236X > X > M Full}}
|-
{{AttackVersion|name=Soul Strike Follow-Up 1 > H|subtitle=or Soul Strike > H|rowspan=2}}
{{#lsth:DBFZ/SSB Gogeta/Data|236X > X > H Full}}
|-
{{Description|15|text=*Head property if used in the air.
}}
|-
! colspan=16 style="background: white;"|Rising Vortex
|-
|-
{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
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{{#lsth:DBFZ/SSB Gogeta/Data|214H Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|214H Full}}
|-
|-
! colspan=16 style="background: white;"|236S
{{AttackVersion|name=j.214L|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.214L Full}}
|-
{{AttackVersion|name=j.214M|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.214M Full}}
|-
{{AttackVersion|name=j.214H|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.214H Full}}
|-
! colspan=16 style="background: white;"|Multiplex Afterimage
|-
|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|236S Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|236S Full}}
|-
|-
! colspan=16 style="background: white;"|214S
{{AttackVersion|name=236[S]|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|236[S] Full}}
|-
! colspan=16 style="background: white;"|Punisher Drive
|-
|-
{{AttackVersion|name=214S|subtitle=}}
{{AttackVersion|name=214S|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Big Bang Kamehameha
! colspan=16 style="background: white;"|God Punisher
|-
|-
{{AttackVersion|name=236LM}}
{{AttackVersion|name=236LM}}
{{#lsth:DBFZ/SSB Gogeta/Data|236LM Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|236LM Full}}
|-
! colspan=16 style="background: white;"|Stardust Breaker
|-
{{AttackVersion|name=God Punisher > X}}
{{#lsth:DBFZ/SSB Gogeta/Data|236[LM] Full}}
|-
! colspan=16 style="background: white;"|Stardust Fall
|-
|-
{{AttackVersion|name=j.236LM}}
{{AttackVersion|name=j.236LM}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236LM Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236LM Full}}
|-
|-
! colspan=16 style="background: white;"|Alt Lvl1
! colspan=16 style="background: white;"|Big Bang Kamehameha
|-
|-
{{AttackVersion|name=236HS}}
{{AttackVersion|name=236HS}}
{{#lsth:DBFZ/SSB Gogeta/Data|236HS Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|236HS Full}}
|-
{{AttackVersion|name=236[HS]}}
{{#lsth:DBFZ/SSB Gogeta/Data|236[HS] Full}}
|-
! colspan=16 style="background: white;"|Air Alt Lvl1
|-
|-
{{AttackVersion|name=j.236HS}}
{{AttackVersion|name=j.236HS}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236HS Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|j.236HS Full}}
|-
|-
! colspan=16 style="background: white;"|Lvl3
! colspan=16 style="background: white;"|Meteor Explosion
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{AttackVersion|name=214LM|subtitle=or 214HS}}
{{#lsth:DBFZ/SSB Gogeta/Data|214LM Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|214LM Full}}
|-
|-
{{AttackVersion|name=214[LM]|subtitle=or 214[HS]}}
! colspan=16 style="background: white;"|Ultimate Kamehameha
|-
{{AttackVersion|name=Meteor Explosion > X|subtitle=}}
{{#lsth:DBFZ/SSB Gogeta/Data|214[LM] Full}}
{{#lsth:DBFZ/SSB Gogeta/Data|214[LM] Full}}
|}
|}

Revision as of 06:45, 26 September 2019

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
j.2S

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.
Soul Strike
236L
236M
236H
j.236L
j.236M
j.236H
Soul Strike Follow-Up 1
Soul Strike > L
Soul Strike > M
  • Head property if used in the air.
Soul Strike Follow-Up 2
Soul Strike Follow-Up 1 > L
Soul Strike Follow-Up 1 > M
Soul Strike Follow-Up 1 > H
or Soul Strike > H
  • Head property if used in the air.
Rising Vortex
214L
214M
214H
j.214L
j.214M
j.214H
Multiplex Afterimage
236S
236[S]
Punisher Drive
214S

Assist

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.
j.H
A1/A2

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.
God Punisher
236LM
Stardust Breaker
God Punisher > X
Stardust Fall
j.236LM
Big Bang Kamehameha
236HS
j.236HS
Meteor Explosion
214LM
or 214HS
Ultimate Kamehameha
Meteor Explosion > X

Sources

Navigation

To edit frame data, edit values in DBFZ/SSB Gogeta/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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