DBFZ/SS Goku/Frame Data

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Glossary

How do I read frame data?

Frame Data Glossary
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon
SS Goku
DBFZ_SS_Goku_Icon.png


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 90%+1 All 6 4 11 -3 1 11 16 16
5LL 700 100%+1 All 9 3 17 -4 2 15 18 18
5LLL 1000 U3+ 100%+1 All 14 3 21 -5 4 18 Launch 35 / 34
5M 700 100%+1 All 9 6 17 -7 2 15 18 18
5H 850 / 1000 U1 100%+1 All 14 6 18 -8 4 15 Launch 22 / 39 + WSplat
5S 300×6 90%+1 All 13 X{(9)X}×5 24 -4 15+5×6 18+5×5, Launch 20+5×6
2L 400 90%+1 All 6 2 10 ±0 1 11 16 16
2M 700 100%+1 Low 10 9 17 -10 2 15 Launch 22
2H 850 / 1000 U1+ 100%+1 All 14 5 21+7L -17 4-18 Head 4 15 Launch 22 / 39
2S 600 90%+1 All 13 Total 34 -1 15+5 18+5 30+5
6M 850 80%+1 High 24 6 4+6L ±0 3 15 18 23
j.L 400 90%+1 High 6 4 11 1 11 16 16
j.M 700 90%+1 High 10 4 15 2 15 18 18
j.H 850 / 1000 D1+ [D3+] 90%+1 High 13 6 21 3 / 4 15 20 60 / 59 + Slide 34 [34 + WBounce]
j.S 600 90%+1 All 12 Total 32+7L 15+5 18+5 20+5
j.2H 850 U1+ 90%+1 All 11 4 23 3 15 Launch 20 / 39


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Dragon Flash Fist 1200 D1 80%+1 High 24 4 14+3L -5 3 15 Slide 33 80 / 79 + Slide 34
236M M Dragon Flash Fist 1300 D1 80%+1 High 26 4 14+3L -5 3 15 GBounce 80 / 79 + GBounce + Slide 19
236H H Dragon Flash Fist 1400 D1 80%+1 High 24~32 [20~28] 4 14+3L -5 8-16~24 [8-12~20] All 3 15 GBounce 80 / 79 + GBounce + Slide 19
j.236L Air L Dragon Flash Fist 1000 D1 80%+1 High 20 4 20 3 15 Slide 28 80 / 79 + Slide 41
j.236M Air M Dragon Flash Fist 1200 D1 80%+1 High 22 4 22 3 15 GBounce 80 / 79 + GBounce + Slide 19
j.236H Air H Dragon Flash Fist 1300 D1 80%+1 High 24~32 [20~28] 4 18 -4 8-16~24 [8-12~20] All 3 15 GBounce 80 / 79 + GBounce + Slide 19
214L L Flurry Kick 500×2 100%+1×2 All 10 3(6)3 11 -2 0 11×2 22×2 23×2
214M M Flurry Kick 350×4 U1+ 100%+1×3 (Once), 100%+1 All 13 3{(6)3}×3 21 -39 0 11×2 Launch 23×4 / 23×3, 47 + WSplat
214H H Flurry Kick 270×6 U1+ 100%+1×5 (Once), 100%+1 All 11 2{(6)2}×5 14 -44 0 11×6 Launch 23×6 / 23×5, 64 + WBounce
j.214L Air L Flurry Kick 500×2 100%+1×2 All 7 3(6)3 18 0 11×2 Launch 23×2
j.214M Air M Flurry Kick 300×4 U1+ 100%+1×3 (Once), 100%+1 All 9 3{(6)3}×3 18 0 11×4 Launch 23×4 / 23×3, 49 + WSplat
j.214H Air H Flurry Kick 270×6 U1+ 100%+1×5 (Once), 100%+1 All 7 2{(6)2}×5 14 0 11×6 Launch 23×6 / 23×5, 57 + WBounce
236S Kamehameha 262×5 [280×5] 90%+1 (Once) [90%+2 (Once)] All 18 25 [21] 21 [17] -16 [-10] 15+2×5 Launch 25+2 + WSplat*5 [40+2×5]
j.236S Air Kamehameha 262×5 90%+1 (Once) All 18 25 30(+3L) 15+2×5 Launch 25+2 + WSplat*5 [40+2×5]


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Kamehameha 200×5 90%+2 (Once) All 35 25 63 +30 15+2×5 Launch 25+2 + WSplat*5
Assist B Flurry Kick 250, 800 90%+2 (Once) All 21 +40
Assist C Dragon Storm 450×2, 400 90%+2 (Once) All 41 [21] +50


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Super Kamehameha 250×10 [270×10] UDV 100%+2 (Once) All 9+4 45 36 -19 9-20 All 15+2×10 Launch 30+2×9, 22+2 [40+2×9, 35+2]
j.236L+M Air Super Kamehameha 250×10 UDV 100%+2 (Once) All 9+4 45 45 [42] 9-20 All 15+2×10 Launch 30+2×9, 22+2 [30+2 + Slide 4×9, 60+2 + Slide 29]
236H+S Warp Kamehameha 270×10 UDV 100%+2 (Once) All 18+4 [8+4] 45 36 -19 18-29 [8-19] All 15+2×10 Launch 40+2×9, 35+2
j.236H+S Air Warp Kamehameha 270×10 {140×10} UDV 100%+2 (Once) All 18+4 [8+4] 45 36 -19 18-29 [8-19] All 15+2×10 Launch 40+2×9, 35+2
214L+M Meteor Smash 4259 [4059] UDV All 9+3~9 6 24 -14 [+45] 1-17~23 All 4 15 Launch Down


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

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Ambox notice.png To edit frame data, edit values in DBFZ/SS Goku/Data.