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{{#lst:DBFZ/SSB Goku/Data|j.H Full}} | {{#lst:DBFZ/SSB Goku/Data|j.H Full}} | ||
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{{Description| | {{Description|15|text={{ColumnList|text=*Removes landing recovery on Smash hit | ||
}} | }} | ||
}} | }} | ||
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{{#lst:DBFZ/SSB Goku/Data|j.S Full}} | {{#lst:DBFZ/SSB Goku/Data|j.S Full}} | ||
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{{Description| | {{Description|15|text={{ColumnList|text=*Landing recovery applies from frame 9 | ||
}} | }} | ||
}} | }} | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
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! colspan= | ! colspan=16 style="background: white;"|Divine Void Strike | ||
|- | |- | ||
{{AttackVersion|name=236L|rowspan=2}} | {{AttackVersion|name=236L|rowspan=2}} | ||
{{#lst:DBFZ/SSB Goku/Data|236L Full}} | {{#lst:DBFZ/SSB Goku/Data|236L Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Projectile Lvl 1 invuln during active frames | ||
}} | }} | ||
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{{#lst:DBFZ/SSB Goku/Data|j.236L Full}} | {{#lst:DBFZ/SSB Goku/Data|j.236L Full}} | ||
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{{Description| | {{Description|15|text= Projectile Lvl 1 invuln during active frames | ||
}} | }} | ||
|- | |- | ||
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{{#lst:DBFZ/SSB Goku/Data|236M Full}} | {{#lst:DBFZ/SSB Goku/Data|236M Full}} | ||
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{{Description| | {{Description|15|text= Projectile Lvl 1 invuln during active frames | ||
}} | }} | ||
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{{#lst:DBFZ/SSB Goku/Data|j.236M Full}} | {{#lst:DBFZ/SSB Goku/Data|j.236M Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Projectile Lvl 1 invuln during active frames | ||
}} | }} | ||
|- | |- | ||
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{{#lst:DBFZ/SSB Goku/Data|236H Full}} | {{#lst:DBFZ/SSB Goku/Data|236H Full}} | ||
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{{Description| | {{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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{{#lst:DBFZ/SSB Goku/Data|j.236H Full}} | {{#lst:DBFZ/SSB Goku/Data|j.236H Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text=Projectile Lvl 1 invuln frames 1-41 (startup through active); teleport on frame 18, reappear on frame 28 | ||
}} | }} | ||
! colspan= | ! colspan=16 style="background: white;"|Super God Shock Flash | ||
|- | |- | ||
{{AttackVersion|name=214L|rowspan=2}} | {{AttackVersion|name=214L|rowspan=2}} | ||
{{#lst:DBFZ/SSB Goku/Data|214L Full}} | {{#lst:DBFZ/SSB Goku/Data|214L Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Teleport frames 33-35, no counterhit state during recovery | ||
}} | }} | ||
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{{#lst:DBFZ/SSB Goku/Data|214M Full}} | {{#lst:DBFZ/SSB Goku/Data|214M Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Counterhit state during recovery | ||
}} | }} | ||
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{{#lst:DBFZ/SSB Goku/Data|214H Full}} | {{#lst:DBFZ/SSB Goku/Data|214H Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Teleport frames 36-38, no counterhit state during recovery | ||
}} | }} | ||
! colspan= | ! colspan=16 style="background: white;"|Dragon Flash Kick | ||
|- | |- | ||
{{AttackVersion|name=j.214L|rowspan=2}} | {{AttackVersion|name=j.214L|rowspan=2}} | ||
{{#lst:DBFZ/SSB Goku/Data|j.214L Full}} | {{#lst:DBFZ/SSB Goku/Data|j.214L Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Remains active until Goku lands | ||
}} | }} | ||
|- | |- | ||
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{{#lst:DBFZ/SSB Goku/Data|j.214M Full}} | {{#lst:DBFZ/SSB Goku/Data|j.214M Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Remains active until Goku lands | ||
}} | }} | ||
|- | |- | ||
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{{#lst:DBFZ/SSB Goku/Data|j.214H Full}} | {{#lst:DBFZ/SSB Goku/Data|j.214H Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Remains active until Goku lands | ||
}} | }} | ||
! colspan= | ! 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}} | ||
{{#lst:DBFZ/SSB Goku/Data|236S Full}} | {{#lst:DBFZ/SSB Goku/Data|236S Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Teleport frames 17-21 | ||
}} | }} | ||
|- | |- | ||
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{{#lst:DBFZ/SSB Goku/Data|214S Full}} | {{#lst:DBFZ/SSB Goku/Data|214S Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Teleport frames 17-21 | ||
}} | }} | ||
|} | |} | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
! colspan= | ! colspan=16 style="background: white;"|Extreme Speed Kamehameha | ||
|- | |- | ||
{{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}} | {{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}} | ||
{{#lst:DBFZ/SSB Goku/Data|236LM Full}} | {{#lst:DBFZ/SSB Goku/Data|236LM Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Non-invuln teleport frames 6-7, invuln frames 9-20 | ||
}} | }} | ||
|- | |- | ||
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{{#lst:DBFZ/SSB Goku/Data|j.236LM Full}} | {{#lst:DBFZ/SSB Goku/Data|j.236LM Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Non-invuln teleport frames 6-7, invuln frames 9-20 | ||
}} | }} | ||
! colspan= | ! colspan=16 style="background: white;"|x10 Kaioken Kamehameha | ||
|- | |- | ||
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}} | {{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}} | ||
{{#lst:DBFZ/SSB Goku/Data|214LM Full}} | {{#lst:DBFZ/SSB Goku/Data|214LM Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Invuln startup through active frames (1-16) | ||
}} | }} | ||
! colspan= | ! colspan=16 style="background: white;"|Evolved Attack | ||
|- | |- | ||
{{AttackVersion|name=x10 Kaioken > Hold Buttons|rowspan=2}} | {{AttackVersion|name=x10 Kaioken > Hold Buttons|rowspan=2}} | ||
{{#lst:DBFZ/SSB Goku/Data|214[LM] Full}} | {{#lst:DBFZ/SSB Goku/Data|214[LM] Full}} | ||
|- | |- | ||
{{Description| | {{Description|15|text= Invuln startup through active frames (1-16) | ||
}} | }} | ||
|} | |} |
Revision as of 14:53, 16 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
System Data
Normal Moves
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 |
Z Assists
Super Moves
Sources
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.