DBFZ/SSB Goku/Frame Data: Difference between revisions

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< DBFZ‎ | SSB Goku
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Divine Void Strike
! colspan=16 style="background: white;"|Divine Void Strike
|-
|-
{{AttackVersion|name=236L|subtitle=|rowspan=2}}
{{AttackVersion|name=236L|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|236L Full}}
{{#lsth:DBFZ/SSB Goku/Data|236L Full}}
|-
|-
{{Description|14|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|j.236L Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.236L Full}}
|-
|-
{{Description|14|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
  }}
  }}
|-
|-
Line 83: Line 83:
{{#lsth:DBFZ/SSB Goku/Data|236M Full}}
{{#lsth:DBFZ/SSB Goku/Data|236M Full}}
|-
|-
{{Description|14|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
  }}
  }}
|-
|-
Line 89: Line 89:
{{#lsth:DBFZ/SSB Goku/Data|j.236M Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.236M Full}}
|-
|-
{{Description|14|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|236H Full}}
{{#lsth:DBFZ/SSB Goku/Data|236H Full}}
|-
|-
{{Description|14|text=Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28
{{Description|15|text=Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|j.236H Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.236H Full}}
|-
|-
{{Description|14|text=Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28
{{Description|15|text=Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28
  }}
  }}
! colspan=14 style="background: white;"|Super God Shock Flash
! colspan=16 style="background: white;"|Super God Shock Flash
|-
|-
{{AttackVersion|name=214L|subtitle=|rowspan=2}}
{{AttackVersion|name=214L|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|214L Full}}
{{#lsth:DBFZ/SSB Goku/Data|214L Full}}
|-
|-
{{Description|14|text= Teleport frames 33-35, no counterhit state during recovery
{{Description|15|text= Teleport frames 33-35, no counterhit state during recovery
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|214M Full}}
{{#lsth:DBFZ/SSB Goku/Data|214M Full}}
|-
|-
{{Description|14|text= Counterhit state during recovery
{{Description|15|text= Counterhit state during recovery
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|214H Full}}
{{#lsth:DBFZ/SSB Goku/Data|214H Full}}
|-
|-
{{Description|14|text= Teleport frames 36-38, no counterhit state during recovery
{{Description|15|text= Teleport frames 36-38, no counterhit state during recovery
  }}
  }}
! colspan=14 style="background: white;"|Dragon Flash Kick
! colspan=16 style="background: white;"|Dragon Flash Kick
|-
|-
{{AttackVersion|name=j.214L|subtitle=|rowspan=2}}
{{AttackVersion|name=j.214L|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|j.214L Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.214L Full}}
|-
|-
{{Description|14|text= Remains active until Goku lands
{{Description|15|text= Remains active until Goku lands
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|j.214M Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.214M Full}}
|-
|-
{{Description|14|text= Remains active until Goku lands
{{Description|15|text= Remains active until Goku lands
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|j.214H Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.214H Full}}
|-
|-
{{Description|14|text= Remains active until Goku lands
{{Description|15|text= Remains active until Goku lands
  }}
  }}
! colspan=14 style="background: white;"|Instant Transmission
! colspan=16 style="background: white;"|Instant Transmission
|-
|-
{{AttackVersion|name=236S|subtitle=or j.214S|rowspan=2}}
{{AttackVersion|name=236S|subtitle=or j.214S|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|236S Full}}
{{#lsth:DBFZ/SSB Goku/Data|236S Full}}
|-
|-
{{Description|14|text= Teleport frames 17-21
{{Description|15|text= Teleport frames 17-21
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|214S Full}}
{{#lsth:DBFZ/SSB Goku/Data|214S Full}}
|-
|-
{{Description|14|text= Teleport frames 17-21
{{Description|15|text= Teleport frames 17-21
  }}
  }}
|}
|}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Dragon Flash Kick
! colspan=16 style="background: white;"|Dragon Flash Kick
|-
|-
{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=14 style="background: white;"|Extreme Speed Kamehameha
! colspan=16 style="background: white;"|Extreme Speed Kamehameha
|-
|-
{{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}}
{{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|236HS Full}}
{{#lsth:DBFZ/SSB Goku/Data|236HS Full}}
|-
|-
{{Description|14|text= Non-invuln teleport frames 6-7, invuln frames 9-20
{{Description|15|text= Non-invuln teleport frames 6-7, invuln frames 9-20
  }}
  }}
|-
|-
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{{#lsth:DBFZ/SSB Goku/Data|j.236HS Full}}
{{#lsth:DBFZ/SSB Goku/Data|j.236HS Full}}
|-
|-
{{Description|14|text= Non-invuln teleport frames 6-7, invuln frames 9-20
{{Description|15|text= Non-invuln teleport frames 6-7, invuln frames 9-20
  }}
  }}
! colspan=14 style="background: white;"|x10 Kaioken Kamehameha
! colspan=16 style="background: white;"|x10 Kaioken Kamehameha
|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|214HS Full}}
{{#lsth:DBFZ/SSB Goku/Data|214HS Full}}
|-
|-
{{Description|14|text= Invuln startup through active frames (1-16)
{{Description|15|text= Invuln startup through active frames (1-16)
  }}
  }}
! colspan=14 style="background: white;"|Evolved Attack
! colspan=16 style="background: white;"|Evolved Attack
|-
|-
{{AttackVersion|name=x10 Kaioken > Hold Buttons|subtitle=|rowspan=2}}
{{AttackVersion|name=x10 Kaioken > Hold Buttons|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SSB Goku/Data|214[HS] Full}}
{{#lsth:DBFZ/SSB Goku/Data|214[HS] Full}}
|-
|-
{{Description|14|text= Invuln startup through active frames (1-16)
{{Description|15|text= Invuln startup through active frames (1-16)
  }}
  }}
|}
|}

Revision as of 16:11, 7 April 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
2L
5M
2M
6M
5H
2H
5S
2S
j.L
j.M
j.H
j.2H
j.S

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.
Divine Void Strike
236L

Projectile Lvl 1 invuln during active frames

j.236L

Projectile Lvl 1 invuln during active frames

236M

Projectile Lvl 1 invuln during active frames

j.236M

Projectile Lvl 1 invuln during active frames

236H

Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28

j.236H

Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28

Super God Shock Flash
214L

Teleport frames 33-35, no counterhit state during recovery

214M

Counterhit state during recovery

214H

Teleport frames 36-38, no counterhit state during recovery

Dragon Flash Kick
j.214L

Remains active until Goku lands

j.214M

Remains active until Goku lands

j.214H

Remains active until Goku lands

Instant Transmission
236S
or j.214S

Teleport frames 17-21

214S
or j.214S

Teleport frames 17-21

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.
Dragon Flash Kick
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.
Extreme Speed Kamehameha
236LM
or 236HS

Non-invuln teleport frames 6-7, invuln frames 9-20

j.236LM
or j.236HS

Non-invuln teleport frames 6-7, invuln frames 9-20

x10 Kaioken Kamehameha
214LM
or 214HS

Invuln startup through active frames (1-16)

Evolved Attack
x10 Kaioken > Hold Buttons

Invuln startup through active frames (1-16)

Sources

Navigation

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