DBFZ/Trunks/Frame Data

From Dustloop Wiki

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

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
  • 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, 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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