DBFZ/Tien/Frame Data: Difference between revisions

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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Volleyball Fist
{{AttackVersion|name=Volleyball Fist|subtitle=236L/M/H|rowspan=4}}
|-
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
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  }}
  }}
|-
|-
! colspan=16 style="background: white;"|Volleyball Fist Follow-Up 1
{{AttackVersion|name=Volleyball Fist Follow-Up 1|subtitle=236X > L/M/H|rowspan=3}}
|-
{{AttackVersion|name=236X > L}}
{{#lst:{{BASEPAGENAME}}/Data|236X L}}
{{#lst:{{BASEPAGENAME}}/Data|236X L}}
{{#lst:{{BASEPAGENAME}}/Data|236X L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X L Extra}}
|-
|-
{{AttackVersion|name=236X > M}}
{{#lst:{{BASEPAGENAME}}/Data|236X M}}
{{#lst:{{BASEPAGENAME}}/Data|236X M}}
{{#lst:{{BASEPAGENAME}}/Data|236X M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X M Extra}}
|-
|-
{{AttackVersion|name=236X > H}}
{{#lst:{{BASEPAGENAME}}/Data|236X H}}
{{#lst:{{BASEPAGENAME}}/Data|236X H}}
{{#lst:{{BASEPAGENAME}}/Data|236X H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X H Extra}}
|-
|-
! colspan=16 style="background: white;"|Volleyball Fist Follow-Up 2
{{AttackVersion|name=Volleyball Fist Follow-Up 2|subtitle=236X > X > L/M/H|rowspan=3}}
|-
{{AttackVersion|name=236X > X > L}}
{{#lst:{{BASEPAGENAME}}/Data|236X X L}}
{{#lst:{{BASEPAGENAME}}/Data|236X X L}}
{{#lst:{{BASEPAGENAME}}/Data|236X X L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X X L Extra}}
|-
|-
{{AttackVersion|name=236X > X > M}}
{{#lst:{{BASEPAGENAME}}/Data|236X X M}}
{{#lst:{{BASEPAGENAME}}/Data|236X X M}}
{{#lst:{{BASEPAGENAME}}/Data|236X X M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X X M Extra}}
|-
|-
{{AttackVersion|name=236X > X > H}}
{{#lst:{{BASEPAGENAME}}/Data|236X X H}}
{{#lst:{{BASEPAGENAME}}/Data|236X X H}}
{{#lst:{{BASEPAGENAME}}/Data|236X X H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236X X H Extra}}
|-
|-
! colspan=16 style="background: white;"|Air Volleyball Fist
{{AttackVersion|name=Air Volleyball Fist|subtitle=j.236L|rowspan=3}}
|-
{{AttackVersion|name=j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{AttackVersion|name=j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{AttackVersion|name=j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
! colspan=16 style="background: white;"|Crane Strike
{{AttackVersion|name=Crane Strike|subtitle=214L/M/H|rowspan=3}}
|-
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=Air Crane Strike|subtitle=j.214L/M/H|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{AttackVersion|name=j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{AttackVersion|name=j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
! colspan=16 style="background: white;"|Dodon Ray
{{AttackVersion|name=Dodon Ray|subtitle=236S|rowspan=2}}
|-
{{AttackVersion|name=236S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
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  }}
  }}
|-
|-
{{AttackVersion|name=j.236S|rowspan=2}}
{{AttackVersion|name=Air Dodon Ray|subtitle=j.236S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
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  }}
  }}
|-
|-
! colspan=16 style="background: white;"|Telekinesis
{{AttackVersion|name=Telekinesis|subtitle=214S}}
|-
{{AttackVersion|name=214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
{{AttackVersion|name=214S |subtitle=(every 3rd use)}}
{{AttackVersion|name=Telekinesis |subtitle=214S (every 3rd use)}}
{{#lst:{{BASEPAGENAME}}/Data|214S Fail}}
{{#lst:{{BASEPAGENAME}}/Data|214S Fail}}
{{#lst:{{BASEPAGENAME}}/Data|214S Fail Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S Fail Extra}}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Tri-Beam
{{AttackVersion|name=Tri-Beam|subtitle=236LM or 236HS}}
|-
{{AttackVersion|name=236LM|subtitle=or 236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=j.236LM|subtitle=or j.236HS}}
{{AttackVersion|name=Air Tri-Beam|subtitle=j.236LM or j.236HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
|-
|-
{{AttackVersion|name=236[LM]|subtitle=or 236[HS]}}
{{AttackVersion|name=Tri-Beam (Charged)|subtitle=236[LM] or 236[HS]}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM] Extra}}
|-
|-
{{AttackVersion|name=j.236[LM]|subtitle=or j.236[HS]}}
{{AttackVersion|name=Tri-Beam (Charged)|subtitle=j.236[LM] or j.236[HS]}}
{{#lst:{{BASEPAGENAME}}/Data|j.236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|j.236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|j.236[LM] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236[LM] Extra}}
|-
|-
! colspan=16 style="background: white;"|Neo Tri-Beam
{{AttackVersion|name=Neo Tri-Beam|subtitle=214LM or j.214LM}}
|-
{{AttackVersion|name=214LM|subtitle=or j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{AttackVersion|name=Additional Hits|rowspan=2}}
{{AttackVersion|name=Neo Tri-Beam (Additional Hits)|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214[LM] Extra}}
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}}
}}
|-
|-
! colspan=16 style="background: white;"|Farewell, Tien...
{{AttackVersion|name=Farewell, Tien...|subtitle=214HS|rowspan=2}}
|-
{{AttackVersion|name=214HS|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214HS Extra}}

Revision as of 17:12, 22 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


2L


5M


2M


6M


5H


2H


5S


j.L


j.M


j.H


j.2H


j.S


Counterhit state during recovery

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.
Volleyball Fist
236L/M/H


Hard knockdown

Volleyball Fist Follow-Up 1
236X > L/M/H


Volleyball Fist Follow-Up 2
236X > X > L/M/H


Air Volleyball Fist
j.236L


Crane Strike
214L/M/H


Air Crane Strike
j.214L/M/H


Dodon Ray
236S


Counterhit state during recovery

Air Dodon Ray
j.236S


Counterhit state during recovery

Telekinesis
214S


Telekinesis
214S (every 3rd use)


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
Dodon Ray


Assist B
Telekinesis


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.
Tri-Beam
236LM or 236HS


Air Tri-Beam
j.236LM or j.236HS


Tri-Beam (Charged)
236[LM] or 236[HS]


Tri-Beam (Charged)
j.236[LM] or j.236[HS]


Neo Tri-Beam
214LM or j.214LM


Neo Tri-Beam (Additional Hits)


Holding L/M/H/S spends additional Ki Gauges and an increasing amount of HP per Gauge for diminishing amounts of extra damage. Each gauge can only be spent if HP is above specific thresholds (See below).

Farewell, Tien...
214HS


Whiffs on crouching characters. Once it hits, this move and Telekinesis cannot be used again during the same match. Chiaotzu leaves immediately if Tien takes damage during active frames.

Tri-Beam Self Damage
State Meter Spent 1-3 4 5 6 7
Normal Damage (Each) 750 750 1000 1500 2000
Damage (Total) 750 1500 2500 4000 6000
Threshold (Each) > 0 > 500 > 500 > 1000 > 1500
Threshold (Total) > 0 > 1250 > 2000 > 3500 > 5500
With Sparking!
or Limit-Breaking
Power
Damage (Each) 375 375 500 750 1000
Damage (Total) 375 750 1250 2000 3000
Threshold (Each) > 0 > 500 > 500 > 1000 > 1500
Threshold (Total) > 0 > 875 > 1250 > 2250 > 3500
With Both Damage (Each) 0 250 375 625 750
Damage (Total) 0 250 625 1250 2000
Threshold (Each) > 0 > 500 > 500 > 1000 > 1500
Threshold (Total) > 0 > 500 > 750 > 1625 > 2750

Sources

Navigation

To edit frame data, edit values in DBFZ/Tien/Data.


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