DBFZ/SS Goku/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | SS Goku
No edit summary
Line 131: Line 131:
{{#lsth:DBFZ/SS Goku/Data|j.236S Full}}
{{#lsth:DBFZ/SS Goku/Data|j.236S Full}}
|-
|-
{{Description|15|text=*Enters recovery on hit/block
{{Description|15|text=*Values in [] are for angled version
*Enters recovery on hit/block
*On whiff, recovery is 30(+3L)
*On whiff, recovery is 30(+3L)
}}
}}
Line 162: Line 163:
{{#lsth:DBFZ/SS Goku/Data|236LM Full}}
{{#lsth:DBFZ/SS Goku/Data|236LM Full}}
|-
|-
{{Description|15|text=Value in [ ] is angled version
{{Description|15|text=*Values in [] are for angled version
*Enters recovery on hit/block
}}
}}
{{AttackVersion|name=j.236LM|subtitle=|rowspan=2}}
{{AttackVersion|name=j.236LM|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SS Goku/Data|j.236LM Full}}
{{#lsth:DBFZ/SS Goku/Data|j.236LM Full}}
|-
|-
{{Description|15|text=Value in [ ] is angled version
{{Description|15|text=*Values in [] are for angled version
*Enters recovery on hit/block
}}
}}
! colspan=16 style="background: white;"|Warp Kamehameha
! colspan=16 style="background: white;"|Warp Kamehameha
|-
|-
{{AttackVersion|name=236HS|subtitle=}}
{{AttackVersion|name=236HS|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SS Goku/Data|236HS Full}}
{{#lsth:DBFZ/SS Goku/Data|236HS Full}}
|-
|-
{{AttackVersion|name=j.236HS|subtitle=}}
{{Description|15|text=*Enters recovery on hit/block
}}
|-
{{AttackVersion|name=j.236HS|subtitle=|rowspan=2}}
{{#lsth:DBFZ/SS Goku/Data|j.236HS Full}}
{{#lsth:DBFZ/SS Goku/Data|j.236HS Full}}
|-
{{Description|15|text=*Enters recovery on hit/block
}}
! colspan=16 style="background: white;"|Meteor Smash
! colspan=16 style="background: white;"|Meteor Smash
|-
|-

Revision as of 15:17, 5 March 2020

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
2S
6M
j.L
j.M
5LLLLLLL
j.H
j.S
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.
Dragon Flash Fist
236L
236M
236H

Invul during the teleport

j.236L

Removes landing recovery

j.236M

Removes landing recovery

j.236H
  • Removes landing recovery
  • Invul during the teleport
Flurry Kick
214L
214M
214H
j.214L
j.214M
j.214H Kamehameha
236S
  • Values in [] are for angled version
  • Enters recovery on hit/block
  • On whiff, recovery is 21 [17]
j.236S
  • Values in [] are for angled version
  • Enters recovery on hit/block
  • On whiff, recovery is 30(+3L)

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
Kamehameha
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.
Super Kamehameha
236LM
  • Values in [] are for angled version
  • Enters recovery on hit/block
j.236LM
  • Values in [] are for angled version
  • Enters recovery on hit/block
Warp Kamehameha
236HS
  • Enters recovery on hit/block
j.236HS
  • Enters recovery on hit/block
Meteor Smash
214LM
or 214HS

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

Placeholder

Navigation

To edit frame data, edit values in DBFZ/SS 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.

Template:Navbar-DBFZ