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DBFZ/SSB Goku/Frame Data
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DBFZ
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SSB Goku
Revision as of 19:20, 22 May 2021 by
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Overview
Combos
Strategy
Frame Data
Resources
System Data
Normal Moves
Version
Damage
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.
Active
Shows 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.
Recovery
Shows 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.
Ki
The 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.
Prorate
Determines how the next attack's damage will be scaled.
Attribute
Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H
- Head
B
- Body
P
- Projectile. Durability level will be listed
Level
Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
Blockstun
When 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.
Hitstun
When 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.
Untech
When 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.
Active
Shows 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.
Recovery
Shows 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.
Ki
The 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.
Prorate
Determines how the next attack's damage will be scaled.
Attribute
Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H
- Head
B
- Body
P
- Projectile. Durability level will be listed
Level
Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
Blockstun
When 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.
Hitstun
When 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.
Untech
When 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
Divine Void Strike (Air)
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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.
Active
Shows 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.
Recovery
Shows 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.
Ki
The 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.
Prorate
Determines how the next attack's damage will be scaled.
Attribute
Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H
- Head
B
- Body
P
- Projectile. Durability level will be listed
Level
Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
Blockstun
When 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.
Hitstun
When 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.
Untech
When 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
Guard
How this attack can be guarded.
Smash
Which type of cinematic this attack can trigger.
Startup
Shows the number of frames that the corresponding move needs to go through in order to reach its active frames.
Active
Shows 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.
Recovery
Shows 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.
Ki
The 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.
Prorate
Determines how the next attack's damage will be scaled.
Attribute
Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H
- Head
B
- Body
P
- Projectile. Durability level will be listed
Level
Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
Blockstun
When 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.
Hitstun
When 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.
Untech
When 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
Extreme Speed Kamehameha (Air)
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
Overview
Combos
Strategy
Frame Data
Resources
To edit frame data, edit values in
DBFZ/SSB Goku/Data
.
Template:Navbar-DBFZ
Contents
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Contents
1
System Data
2
Normal Moves
3
Special Moves
4
Z Assists
5
Super Moves
6
Sources
7
Navigation