DBFZ/SSB Goku/Frame Data: Difference between revisions

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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Divine Void Strike
{{AttackVersion|name=Divine Void Strike|subtitle=236L/M/H|rowspan=4}}
|-
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
{{Description|15|text=*Teleport on frame 18, reappear on frame 28
  }}
  }}
|-
|-
{{AttackVersion|name=j.236L|rowspan=2}}
{{AttackVersion|name=Air Divine Void Strike|subtitle=j.236L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
}}
|-
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
}}
|-
{{AttackVersion|name=j.236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{Description|15|text= Projectile Lvl 1 invuln during active frames
}}
|-
{{AttackVersion|name=236H|rowspan=2}}
{{#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
}}
|-
{{AttackVersion|name=j.236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
{{#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=Teleport on frame 18, reappear on frame 28
  }}
  }}
|-
|-
! colspan=16 style="background: white;"|Super God Shock Flash
{{AttackVersion|name=Super God Shock Flash|subtitle=214L/M/H|rowspan=4}}
|-
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{Description|15|text= Teleport frames 33-35, no counterhit state during recovery
}}
|-
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{Description|15|text= Counterhit state during recovery
}}
|-
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{Description|15|text= Teleport frames 36-38, no counterhit state during recovery
{{Description|15|text=*L version teleport frames 33-35, no counterhit state during recovery
*M version is counterhit state during recovery
*H version teleport frames 36-38, no counterhit state during recovery
  }}
  }}
|-
|-
! colspan=16 style="background: white;"|Dragon Flash Kick
{{AttackVersion|name=Dragon Flash Kick|subtitle=j.214L/M/H|rowspan=4}}
|-
{{AttackVersion|name=j.214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{Description|15|text= Remains active until Goku lands
}}
|-
{{AttackVersion|name=j.214M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{Description|15|text= Remains active until Goku lands
}}
|-
{{AttackVersion|name=j.214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{Description|15|text= Remains active until Goku lands
{{Description|15|text=*Remains active until Goku lands
  }}
  }}
|-
|-
! colspan=16 style="background: white;"|Instant Transmission
{{AttackVersion|name=Instant Transmission|subtitle=236S or j.214S|rowspan=2}}
|-
{{AttackVersion|name=236S|subtitle=or j.214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{Description|15|text= Teleport frames 17-21
{{Description|15|text=*Teleport frames 17-21
  }}
  }}
|-
|-
{{AttackVersion|name=214S|subtitle=or j.214S|rowspan=2}}
{{AttackVersion|name=Instant Transmission|subtitle=214S or j.214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
{{Description|15|text= Teleport frames 17-21
{{Description|15|text=*Teleport frames 17-21
  }}
  }}
|}
|}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Extreme Speed Kamehameha
{{AttackVersion|name=Extreme Speed Kamehameha|subtitle=236LM or 236HS|rowspan=2}}
|-
{{AttackVersion|name=236LM|subtitle=or 236HS|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#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
  }}
  }}
|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS|rowspan=2}}
{{AttackVersion|name=Air Extreme Speed Kamehameha|subtitle=j.236LM or j.236HS|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
{{#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
  }}
  }}
|-
|-
! colspan=16 style="background: white;"|x10 Kaioken Kamehameha
{{AttackVersion|name=x10 Kaioken Kamehameha|subtitle=214LM or 214HS|rowspan=2}}
|-
{{AttackVersion|name=214LM|subtitle=or 214HS|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
{{#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)
  }}
  }}
|-
|-
! colspan=16 style="background: white;"|Evolved Attack
{{AttackVersion|name=Evolved Attack|subtitle=x10 Kaioken > Hold Buttons|rowspan=2}}
|-
{{AttackVersion|name=x10 Kaioken > Hold Buttons|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM] Extra}}
{{#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 07:04, 21 May 2021

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/M/H


  • Teleport on frame 18, reappear on frame 28
Air Divine Void Strike
j.236L/M/H


Teleport on frame 18, reappear on frame 28

Super God Shock Flash
214L/M/H


  • L version teleport frames 33-35, no counterhit state during recovery
  • M version is counterhit state during recovery
  • H version teleport frames 36-38, no counterhit state during recovery
Dragon Flash Kick
j.214L/M/H


  • Remains active until Goku lands
Instant Transmission
236S or j.214S


  • Teleport frames 17-21
Instant Transmission
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
Air Extreme Speed Kamehameha
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.

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