DBFZ/Trunks/Frame Data: Difference between revisions

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{{notice|To edit frame data, edit values in [[DBFZ/Trunks/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[DBFZ/Trunks/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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[[Category:Dragon Ball FighterZ]]
 
[[Category:Trunks]]
[[Category:Trunks]]

Revision as of 20:58, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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
6M
j.L
j.M
5LLLLLLL
j.H
  • Removes landing recovery on Smash hit
j.S
Cyclone Buster
Cyclone Jump > 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.
Shining Slash
236L
  • Fixed hitstun
236M
  • Fixed hitstun
236H
  • Fixed hitstun
j.236L
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
j.236M
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
  • Stays in startup until he gets close to the opponent or touches the ground
  • On whiff, minimum active is 1
j.236H
  • Fixed hitstun
  • On hit, recovery is Until L(+4)
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, j.DR, j.236L/M/H from frame 11
Masenko
236S
  • Enters recovery on hit/block
  • On whiff, recovery is 21
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.
Change the Future
Assist A Masenko
Assist B Flurry Slash
Assist C
  • 3rd attack only comes out if either of the first 2 hits.

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
236L+M
or 236H+S
  • Minimum damage: 814
  • Fixed hitstun
  • Enters recovery on hit/block
  • On whiff, total animation is 63
Heat Dome Attack
214L+M
or 214H+S
  • Minimum damage: 0, 35*49
  • Fixed hitstun

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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