DBFZ/SSB Goku/Frame Data: Difference between revisions

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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
|-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Extra}}
|-
|-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Extra}}
|-
|-
{{AttackVersion|name=5M}}
{{AttackVersion|name=5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Extra}}
|-
|-
{{AttackVersion|name=5H}}
{{AttackVersion|name=5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
|-
{{AttackVersion|name=2M}}
{{AttackVersion|name=2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Extra}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Extra}}
|-
|-
{{AttackVersion|name=j.H|rowspan=2}}
{{AttackVersion|name=j.H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Removes landing recovery on Smash hit
{{Description|15|text={{ColumnList|text=*Removes landing recovery on Smash hit
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}}
}}
{{AttackVersion|name=j.S|rowspan=2}}
{{AttackVersion|name=j.S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Landing recovery applies from frame 9
{{Description|15|text={{ColumnList|text=*Landing recovery applies from frame 9
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}}
}}
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|}
|}


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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Divine Void Strike
! colspan=16 style="background: white;"|Divine Void Strike
|-
|-
{{AttackVersion|name=236L|rowspan=2}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
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|-
|-
{{AttackVersion|name=j.236L|rowspan=2}}
{{AttackVersion|name=j.236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
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|-
|-
{{AttackVersion|name=236M|rowspan=2}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
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|-
|-
{{AttackVersion|name=j.236M|rowspan=2}}
{{AttackVersion|name=j.236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
{{Description|15|text= Projectile Lvl 1 invuln during active frames
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|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
{{Description|15|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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|-
|-
{{AttackVersion|name=j.236H|rowspan=2}}
{{AttackVersion|name=j.236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
{{Description|15|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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|-
|-
{{AttackVersion|name=214L|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{Description|15|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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|-
|-
{{AttackVersion|name=214M|rowspan=2}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{Description|15|text= Counterhit state during recovery
{{Description|15|text= Counterhit state during recovery
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|-
|-
{{AttackVersion|name=214H|rowspan=2}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{Description|15|text= Teleport frames 36-38, no counterhit state during recovery
{{Description|15|text= Teleport frames 36-38, no counterhit state during recovery
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|-
|-
{{AttackVersion|name=j.214L|rowspan=2}}
{{AttackVersion|name=j.214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{Description|15|text= Remains active until Goku lands
{{Description|15|text= Remains active until Goku lands
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|-
|-
{{AttackVersion|name=j.214M|rowspan=2}}
{{AttackVersion|name=j.214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{Description|15|text= Remains active until Goku lands
{{Description|15|text= Remains active until Goku lands
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|-
|-
{{AttackVersion|name=j.214H|rowspan=2}}
{{AttackVersion|name=j.214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{Description|15|text= Remains active until Goku lands
{{Description|15|text= Remains active until Goku lands
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|-
|-
{{AttackVersion|name=236S|subtitle=or j.214S|rowspan=2}}
{{AttackVersion|name=236S|subtitle=or j.214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{Description|15|text= Teleport frames 17-21
{{Description|15|text= Teleport frames 17-21
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|-
|-
{{AttackVersion|name=214S|subtitle=or j.214S|rowspan=2}}
{{AttackVersion|name=214S|subtitle=or j.214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214S Full}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
{{Description|15|text= Teleport frames 17-21
{{Description|15|text= Teleport frames 17-21
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Assist A|subtitle=Dragon Flash Kick}}
{{AttackVersion|name=Assist A|subtitle=Dragon Flash Kick}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
{{AttackVersion|name=Assist B}}
{{AttackVersion|name=Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
|-
{{AttackVersion|name=Assist C}}
{{AttackVersion|name=Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
|-
|-
|}
|}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 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}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{Description|15|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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|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS|rowspan=2}}
{{AttackVersion|name=j.236LM|subtitle=or j.236HS|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
|-
|-
{{Description|15|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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|-
|-
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{Description|15|text= Invuln startup through active frames (1-16)
{{Description|15|text= Invuln startup through active frames (1-16)
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|-
|-
{{AttackVersion|name=x10 Kaioken > Hold Buttons|rowspan=2}}
{{AttackVersion|name=x10 Kaioken > Hold Buttons|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM] Full}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM] Extra}}
|-
|-
{{Description|15|text= Invuln startup through active frames (1-16)
{{Description|15|text= Invuln startup through active frames (1-16)

Revision as of 18:14, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Dragon Flash Kick


Assist B


Assist C


Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
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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