DBFZ/SSB Goku/Frame Data: Difference between revisions

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==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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Revision as of 14:57, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
6M
j.L
j.M
5LLLLLLL
j.H
  • Removes landing recovery on Smash hit
j.S
  • Landing recovery applies from frame 9
j.2H

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

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.
Assist A
Dragon Flash Kick
Assist B
Assist C

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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