DBFZ/Trunks/Frame Data: Difference between revisions

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< DBFZ‎ | Trunks
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! colspan=16 style="background: white;"|Shining Slash
! colspan=16 style="background: white;"|Shining Slash
|-
|-
{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|236L Full}}
{{#lst:DBFZ/Trunks/Data|236L Full}}
|-
|-
{{AttackVersion|name=236M|subtitle=}}
{{Description|15|text={{ColumnList|text=*On hit, recovery is Until L(+4)
}}
}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|236M Full}}
{{#lst:DBFZ/Trunks/Data|236M Full}}
|-
|-
{{AttackVersion|name=236H|subtitle=}}
{{Description|15|text={{ColumnList|text=*On hit, recovery is Until L(+4)
}}
}}
{{AttackVersion|name=236H|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|236H Full}}
{{#lst:DBFZ/Trunks/Data|236H Full}}
|-
|-
{{AttackVersion|name=j.236L|subtitle=}}
{{Description|15|text={{ColumnList|text=*On hit, recovery is Until L(+4)
}}
}}
{{AttackVersion|name=j.236L|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|j.236L Full}}
{{#lst:DBFZ/Trunks/Data|j.236L Full}}
|-
|-
{{AttackVersion|name=j.236M|subtitle=|rowspan=2}}
{{Description|15|text={{ColumnList|text=*On hit, recovery is Until L(+4)
}}
}}
{{AttackVersion|name=j.236M|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|j.236M Full}}
{{#lst:DBFZ/Trunks/Data|j.236M Full}}
|-
|-
{{Description|15|text= Trunks remains in startup state until he either reaches his opponent or frame 43, whichever comes first. Frame advantage depends on whether opponent blocks on ground or air.
{{Description|15|text={{ColumnList|text=*On hit, recovery is Until L(+4)
}}
}}
}}
{{AttackVersion|name=j.236H|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|j.236H Full}}
|-
|-
{{AttackVersion|name=j.236H|subtitle=}}
{{ColumnList|text=*On hit, recovery is Until L(+4)
{{#lst:DBFZ/Trunks/Data|j.236H Full}}
}}
}}
! colspan=16 style="background: white;"|Cyclone Jump
! colspan=16 style="background: white;"|Cyclone Jump
|-
|-
{{AttackVersion|name=214L|subtitle=|rowspan=2}}
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|214L Full}}
{{#lst:DBFZ/Trunks/Data|214L Full}}
|-
|-
{{Description|15|text= Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 16 and ending on frame 35
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
}}
*Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
|-
}}
{{AttackVersion|name=214M|subtitle=|rowspan=2}}
}}
{{AttackVersion|name=214M|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|214M Full}}
{{#lst:DBFZ/Trunks/Data|214M Full}}
|-
|-
{{Description|15|text= Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 16 and ending on frame 35
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
}}
*Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
|-
}}
{{AttackVersion|name=214H|subtitle=|rowspan=2}}
}}
{{AttackVersion|name=214H|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|214H Full}}
{{#lst:DBFZ/Trunks/Data|214H Full}}
|-
|-
{{Description|15|text= Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 11 and ending on frame 35
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
}}
*Can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 11
|-
}}
{{AttackVersion|name=j.214L|subtitle=|rowspan=2}}
}}
{{AttackVersion|name=j.214L|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|j.214L Full}}
{{#lst:DBFZ/Trunks/Data|j.214L Full}}
|-
|-
{{Description|15|text= Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 15 and ending on frame 34
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
}}
*Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H from frame 14
|-
}}
{{AttackVersion|name=j.214M|subtitle=|rowspan=2}}
}}
{{AttackVersion|name=j.214M|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|j.214M Full}}
{{#lst:DBFZ/Trunks/Data|j.214M Full}}
|-
|-
{{Description|15|text= Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 15 and ending on frame 34
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
}}
*Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H from frame 14
|-
}}
{{AttackVersion|name=j.214H|subtitle=|rowspan=2}}
}}
{{AttackVersion|name=j.214H|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|j.214H Full}}
{{#lst:DBFZ/Trunks/Data|j.214H Full}}
|-
|-
{{Description|15|text= Can be canceled into any aerial normal, Dragon Rush, Vanish, Super Dash, or Shining Slash starting on frame 11 and ending on frame 35
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
}}
*Can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, DR, j.236L/M/H from frame 11
|-
}}
}}
! colspan=16 style="background: white;"|Cyclone Buster
! colspan=16 style="background: white;"|Cyclone Buster
|-
|-
{{AttackVersion|name=Cyclone Jump > S|subtitle=}}
{{AttackVersion|name=Cyclone Jump > S}}
{{#lst:DBFZ/Trunks/Data|214X S Full}}
{{#lst:DBFZ/Trunks/Data|214X S Full}}
|-
|-
! colspan=16 style="background: white;"|Masenko
! colspan=16 style="background: white;"|Masenko
|-
|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|rowspan=2}}
{{#lst:DBFZ/Trunks/Data|236S Full}}
{{#lst:DBFZ/Trunks/Data|236S Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Enters recovery on hit/block
*On whiff, recovery is 21 [17]
}}
}}
! colspan=16 style="background: white;"|Change the Future
! colspan=16 style="background: white;"|Change the Future
|-
|-
{{AttackVersion|name=214S|subtitle=|rowspan=2}}
{{AttackVersion|name=214S}}
{{#lst:DBFZ/Trunks/Data|214S Full}}
{{#lst:DBFZ/Trunks/Data|214S Full}}
|-
|-
{{Description|15|text= Hitstun is 45 frames ground-techable if 1st active frame connects, 13 frames air-techable otherwise
{{AttackVersion|name=214[S]}}
}}
|-
{{AttackVersion|name=214[S]|subtitle=}}
{{#lst:DBFZ/Trunks/Data|214[S] Full}}
{{#lst:DBFZ/Trunks/Data|214[S] Full}}
|}
|}

Revision as of 09:29, 8 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
2L
5M
2M
6M
5H
2H
5S
j.L
j.M
j.H
j.2H
j.S

Special Moves

  • On hit, recovery is Until L(+4)

}}

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.
Shining Slash
236L
  • On hit, recovery is Until L(+4)
236M
  • On hit, recovery is Until L(+4)
236H
  • On hit, recovery is Until L(+4)
j.236L
  • On hit, recovery is Until L(+4)
j.236M
  • On hit, recovery is Until L(+4)
j.236H
Cyclone Jump
214L
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
214M
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 14
214H
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, j.DR, j.236L/M/H, j.214L/M/H from frame 11
j.214L
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H from frame 14
j.214M
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 11, into other air normals, j.DR, j.236L/M/H from frame 14
j.214H
  • Airborne from frame 3
  • Can be canceled into j.S, SD, Vanish, Spark from frame 9, into other air normals, DR, j.236L/M/H from frame 11
Cyclone Buster
Cyclone Jump > S
Masenko
236S
  • Enters recovery on hit/block
  • On whiff, recovery is 21 [17]
Change the Future
214S
214[S]

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
Change the Future
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.
Burning Attack
236LM
or 236HS
Heat Dome Attack
214LM
or 214HS

Sources

Navigation

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

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