DBFZ/Trunks/Frame Data: Difference between revisions

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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Shining Slash
{{AttackVersion|name=Shining Slash|subtitle=236L/M/H|rowspan=4}}
|-
{{AttackVersion|name=236L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Fixed hitstun
}}
}}
{{AttackVersion|name=236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Fixed hitstun
}}
}}
{{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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}}
}}
}}
}}
{{AttackVersion|name=j.236L|rowspan=2}}
{{AttackVersion|name=Air Shining Slash|subtitle=j.236L/M/H|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Fixed hitstun
*On hit, recovery is Until L(+4)
}}
}}
{{AttackVersion|name=j.236M|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*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
}}
}}
{{AttackVersion|name=j.236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
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{{Description|15|text={{ColumnList|text=*Fixed hitstun
{{Description|15|text={{ColumnList|text=*Fixed hitstun
*On hit, recovery is Until L(+4)
*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
}}
}}
}}
}}
|-
|-
! colspan=16 style="background: white;"|Cyclone Jump
{{AttackVersion|name=Cyclone Jump|subtitle=214L/M/H|rowspan=4}}
|-
{{AttackVersion|name=214L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{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|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{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|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
{{Description|15|text={{ColumnList|text=
*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
*Airborne from frame 3
*L/M versions 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
*H version 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|rowspan=2}}
{{AttackVersion|name=Air Cyclone Jump|subtitle=j.214L|rowspan=4}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{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|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{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|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Airborne from frame 3
{{Description|15|text={{ColumnList|text=
*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
*L/M versions 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
*H version 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
}}
}}
}}
}}
|-
|-
! colspan=16 style="background: white;"|Masenko
{{AttackVersion|name=Masenko|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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}}
}}
|-
|-
! colspan=16 style="background: white;"|Change the Future
{{AttackVersion|name=Change the Future|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=214[S]}}
{{AttackVersion|name=Change the Future (Feint)|subtitle=214[S]}}
{{#lst:{{BASEPAGENAME}}/Data|214[S]}}
{{#lst:{{BASEPAGENAME}}/Data|214[S]}}
{{#lst:{{BASEPAGENAME}}/Data|214[S] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214[S] Extra}}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Change the Future
{{AttackVersion|name=Assist A|subtitle=Change the Future}}
|-
{{AttackVersion|name=Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
! colspan=16 style="background: white;"|Masenko
{{AttackVersion|name=Assist B|subtitle=Masenko}}
|-
{{AttackVersion|name=Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
|-
! colspan=16 style="background: white;"|Flurry Slash
{{AttackVersion|name=Assist C|subtitle=Flurry Slash|rowspan=2}}
|-
{{AttackVersion|name=Assist C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Burning Attack
{{AttackVersion|name=Burning Attack|subtitle=236L+M or 236H+S|rowspan=2}}
|-
{{AttackVersion|name=236L+M|subtitle=or 236H+S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
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}}
}}
|-
|-
! colspan=16 style="background: white;"|Heat Dome Attack
{{AttackVersion|name=Heat Dome Attack|subtitle=214L+M or 214H+S|rowspan=2}}
|-
{{AttackVersion|name=214L+M|subtitle=or 214H+S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
{{Description|15|text={{ColumnList|text=*Minimum damage: 0, 35*49
{{Description|15|text={{ColumnList|text=*Minimum damage: 0, 35*49
*Fixed hitstun
*Fixed hitstun

Revision as of 17:21, 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


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

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.
Shining Slash
236L/M/H


  • Fixed hitstun
Air Shining Slash
j.236L/M/H


  • 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
Cyclone Jump
214L/M/H


  • Airborne from frame 3
  • L/M versions 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
  • H version 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
Air Cyclone Jump
j.214L


  • L/M versions 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
  • H version 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
Masenko
236S


  • Enters recovery on hit/block
  • On whiff, recovery is 21
Change the Future
214S


Change the Future (Feint)
214[S]


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
Change the Future


Assist B
Masenko


Assist C
Flurry Slash


  • 3rd attack only comes out if either of the first 2 hits.

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.
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.

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