DBFZ/SSB Goku/Frame Data

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System Data


Normal Moves

Version 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.
400 All - 6 4 11 -3 - 700 Low - 10 3 19 -6 - 1000 High - 26 3 18 -5 - 400 Low - 7 3 13 -3 - 700 All - 10 3 18 -5 - 700 Low - 10 6 15 -4 - 850 High - 24 6 10 0 - 850 All - 14 6 18 -8 - 850 All - 14 3 30 -17 - 300-1200 (1-6 hits) All - 13 1-51 24 -4 - 300 All - 13 1 24 -4 - 400 High - 6 4 11 -1 - 700 High - 10 3 14 -1 - 850 High - 13 6 21 -11 - 850 All - 11 4 23 -11 - 600 All - 13 1 27 -7 -

Special Moves

Version 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
900 All - 11 6 22 -5 - 1000 All - 17 8 24 -5 - 1100 All - 34 8 24 -5 - Super God Shock Flash
1000 (500 on strike only) Throw, All - 26, 8 2, 3 18 -5 3 1000 Throw - 26 2 33 - - 1200 (500 on strike only) Throw, All - 26, 12 2, 3 18 -5 3 Dragon Flash Kick
900 All - 15 2+ 20 -3 - 1000 All - 23 2+ 23 -3 - 1100 All - 11 2+ 20 -3 - Instant Transmission
900 All - 40 3 23 -5 5 900 All - 35 3 23 -5 5 900 All - 40 3 23 -5 5 900 All - 35 3 23 -5 5

Assist

Version 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
800 All - 47 7 40 - -

Super Moves

Version 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
2050 (20 hits) All - 9+4 45 37 -20 12 2050 (20 hits) All - 9+4 45 37 -20 12 x10 Kaioken Kamehameha
4220 (32 hits) All - 9+3 5 26 -15 16 Evolved Attack
5930 (34 hits) All - 9+3 5 26 -15 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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