DBFZ/Tien/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | Tien
(→‎Normal Moves: added frame data for some grounded normals (obtained by using hitbox viewer and examining 60fps footage))
(→‎Special Moves: Added frame data derived from hitbox viewer and 60fps recording)
Line 153: Line 153:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236L
  |version=236L
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard=Low
  |startup= |active= |recovery= |frameAdv=  
  |startup= 11|active=8 |recovery= 20|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 161: Line 161:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236L>L
  |version=236L>L
  |damage= |level= |attribute= |guard=
  |damage= 640|level= |attribute= Strike|guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 169: Line 169:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236L>L>L
  |version=236L>L>L
  |damage= |level= |attribute= |guard=
  |damage= 630/756|level= |attribute= Strike|guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Bonus damage on critical timing
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236M
  |version=236L>L>H
  |damage= |level= |attribute= |guard=
  |damage= 770/924|level= |attribute= Strike|guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Costs 1 meter, hard knockdown, bonus damage on critical timing
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236M>M
  |version=236M
  |damage= |level= |attribute= |guard=
  |damage= 700|level= |attribute= Strike|guard=Low
  |startup= |active= |recovery= |frameAdv=  
  |startup= 29|active= 12|recovery= 20|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= 17|hitbox=
  |description=
  |description=Strike, ki blast, & beam invuln frames 5-21
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236M>M>M
  |version=236M>M
  |damage= |level= |attribute= |guard=
  |damage= 560|level= |attribute= Strike|guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 200: Line 200:
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236H
  |version=236M>M>M
  |damage= |level= |attribute= |guard=
  |damage= 540/648|level= |attribute= Strike|guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Bonus damage on critical timing
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236H>H
  |version=236M>M>H
  |damage= |level= |attribute= |guard=
  |damage= 660/792|level= |attribute= Strike|guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Costs 1 meter, hard knockdown, bonus damage on critical timing
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236H>H>H
  |version=236H
  |damage= |level= |attribute= |guard=
  |damage= 1800|level= |attribute= Throw|guard=Throw
  |startup= |active= |recovery= |frameAdv=  
  |startup= 25|active= 1|recovery= 29|frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Hard knockdown
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236L
  |version=j.236L
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 15|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 233: Line 233:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236M
  |version=j.236M
  |damage= |level= |attribute= |guard=
  |damage= 1000|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 20|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Hard knockdown
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236H
  |version=j.236H
  |damage= |level= |attribute= |guard=
  |damage= 1200|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 17|active= 3|recovery= 18|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description= Hard knockdown
  }}
  }}
! colspan=16 style="background: white;"|Crane Strike
! colspan=16 style="background: white;"|Crane Strike
Line 251: Line 251:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214L
  |version=214L
  |damage= |level= |attribute= |guard=
  |damage= 900|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 26|active= 2|recovery= 28|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 259: Line 259:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214M
  |version=214M
  |damage= |level= |attribute= |guard=
  |damage= 1100|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 28|active= 2|recovery= 28|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 267: Line 267:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214H
  |version=214H
  |damage= |level= |attribute= |guard=
  |damage= 1200|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 26|active= 2|recovery= 29|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 275: Line 275:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.214L
  |version=j.214L
  |damage= |level= |attribute= |guard=
  |damage= 900|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 20|active= 9|recovery= 28|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 283: Line 283:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.214M
  |version=j.214M
  |damage= |level= |attribute= |guard=
  |damage= 1100|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 22|active= 11|recovery= 28|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 291: Line 291:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.214H
  |version=j.214H
  |damage= |level= |attribute= |guard=
  |damage= 1200|level= |attribute= Strike|guard=High
  |startup= |active= |recovery= |frameAdv=  
  |startup= 20|active= 9|recovery= 28|frameAdv= -13
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 301: Line 301:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=236S
  |version=236S
  |damage= |level= |attribute= |guard=
  |damage= 900|level= |attribute= Projectile Lvl 2|guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 19 |active= 24|recovery= 25|frameAdv= -5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=Counterhit state during recovery
  }}
  }}
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=j.236S
  |version=j.236S
  |damage= |level= |attribute= |guard=
  |damage= 900|level= |attribute= Projectile Lvl 2|guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 21|active= 24|recovery= 31|frameAdv= -11
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=Counterhit state during recovery
  }}
  }}
! colspan=16 style="background: white;"|Telekinesis
! colspan=16 style="background: white;"|Telekinesis
Line 319: Line 319:
{{FrameData-DBFZ
{{FrameData-DBFZ
  |version=214S
  |version=214S
  |damage= |level= |attribute= |guard=
  |damage= 0|level= |attribute= Strike|guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= 44|active= 0|recovery= 14|frameAdv= +18
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-DBFZ
|version=214S (every 3rd use)
|damage= 0|level= |attribute= |guard=All
|startup= 83|active= 0|recovery= 0|frameAdv= -83
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=

Revision as of 04:13, 5 March 2018

System Data

Health: 10,000

Prejump:

Assist Cooldown:


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 3 12 -3 - 1330 All - 9,7 3,3 17 -4 - 955 All - 13 15 19 -4 - 400 Low - 7 3 13 -4 - 700 All - 10 3 17 -4 - 700 Low - 10 3 20 -7 - 850 High - 24 6 10 0 - 850 All - 13 4 24 -12 - 850 All - 12 3 28 -15 - 600 All - 15 0 23 -3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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.
Volleyball Fist
700 Low - 11 8 20 -5 - 640 - - - - - - - 630/756 - - - - - - - 770/924 - - - - - - - 700 Low - 29 12 20 -5 17 560 - - - - - - - 540/648 - - - - - - - 660/792 - - - - - - - 1800 Throw - 25 1 29 - - 1000 High - 15 3 18 -5 - 1000 High - 20 3 18 -5 - 1200 High - 17 3 18 -5 - Crane Strike
900 High - 26 2 28 -13 - 1100 High - 28 2 28 -13 - 1200 High - 26 2 29 -13 - 900 High - 20 9 28 -13 - 1100 High - 22 11 28 -13 - 1200 High - 20 9 28 -13 - Dodon Ray
900 All - 19 24 25 -5 - 900 All - 21 24 31 -11 - Telekinesis
0 All - 44 0 14 +18 - 0 All - 83 0 0 -83 -

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.
Dodon Ray
- - - - - - - -

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.
Tri Beam
- - - - - - - - - - - - - - - - Neo Tri Beam
- - - - - - - - Farewell, Tien...
- - - - - - - -

Sources


Template:Navbar-DBFZ