DBFZ/UI Goku/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | UI Goku
No edit summary
Line 1: Line 1:
{{#lsth:DBFZ/UI Goku/Data|Nav}}
{{#lst:DBFZ/UI Goku/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#lsth:DBFZ/UI Goku/Data|SystemData}}
{{#lst:DBFZ/UI Goku/Data|SystemData}}
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 13: Line 13:
|-
|-
{{AttackVersion|name=5L|subtitle=}}
{{AttackVersion|name=5L|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5L Full}}
{{#lst:DBFZ/UI Goku/Data|5L Full}}
|-
|-
{{AttackVersion|name=5LL|subtitle=}}
{{AttackVersion|name=5LL|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5LL Full}}
{{#lst:DBFZ/UI Goku/Data|5LL Full}}
|-
|-
{{AttackVersion|name=5LLL|subtitle=}}
{{AttackVersion|name=5LLL|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5LLL Full}}
{{#lst:DBFZ/UI Goku/Data|5LLL Full}}
|-
|-
{{AttackVersion|name=5M|subtitle=}}
{{AttackVersion|name=5M|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5M Full}}
{{#lst:DBFZ/UI Goku/Data|5M Full}}
|-
|-
{{AttackVersion|name=5H|subtitle=}}
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5H Full}}
{{#lst:DBFZ/UI Goku/Data|5H Full}}
|-
|-
{{AttackVersion|name=5S|subtitle=}}
{{AttackVersion|name=5S|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5S Full}}
{{#lst:DBFZ/UI Goku/Data|5S Full}}
|-
|-
{{AttackVersion|name=2L|subtitle=}}
{{AttackVersion|name=2L|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|2L Full}}
{{#lst:DBFZ/UI Goku/Data|2L Full}}
|-
|-
{{AttackVersion|name=2M|subtitle=}}
{{AttackVersion|name=2M|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|2M Full}}
{{#lst:DBFZ/UI Goku/Data|2M Full}}
|-
|-
{{AttackVersion|name=2H|subtitle=}}
{{AttackVersion|name=2H|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|2H Full}}
{{#lst:DBFZ/UI Goku/Data|2H Full}}
|-
|-
{{AttackVersion|name=6M|subtitle=}}
{{AttackVersion|name=6M|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|6M Full}}
{{#lst:DBFZ/UI Goku/Data|6M Full}}
|-
|-
{{AttackVersion|name=j.L|subtitle=}}
{{AttackVersion|name=j.L|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|j.L Full}}
{{#lst:DBFZ/UI Goku/Data|j.L Full}}
|-
|-
{{AttackVersion|name=j.M|subtitle=}}
{{AttackVersion|name=j.M|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|j.M Full}}
{{#lst:DBFZ/UI Goku/Data|j.M Full}}
|-
|-
{{AttackVersion|name=5LLLLLLL|subtitle=}}
{{AttackVersion|name=5LLLLLLL|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|5LLLLLLL Full}}
{{#lst:DBFZ/UI Goku/Data|5LLLLLLL Full}}
|-
|-
{{AttackVersion|name=j.H|subtitle=}}
{{AttackVersion|name=j.H|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|j.H Full}}
{{#lst:DBFZ/UI Goku/Data|j.H Full}}
|-
|-
{{AttackVersion|name=j.S|subtitle=}}
{{AttackVersion|name=j.S|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|j.S Full}}
{{#lst:DBFZ/UI Goku/Data|j.S Full}}
|-
|-
{{AttackVersion|name=j.2H|subtitle=}}
{{AttackVersion|name=j.2H|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|j.2H Full}}
{{#lst:DBFZ/UI Goku/Data|j.2H Full}}
|}
|}


Line 69: Line 69:
|-
|-
{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|236L Full}}
{{#lst:DBFZ/UI Goku/Data|236L Full}}
|-
|-
{{AttackVersion|name=236M|subtitle=}}
{{AttackVersion|name=236M|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|236M Full}}
{{#lst:DBFZ/UI Goku/Data|236M Full}}
|-
|-
{{AttackVersion|name=236H|subtitle=}}
{{AttackVersion|name=236H|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|236H Full}}
{{#lst:DBFZ/UI Goku/Data|236H Full}}
! colspan=16 style="background: white;"|Special 2
! colspan=16 style="background: white;"|Special 2
|-
|-
{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|214L Full}}
{{#lst:DBFZ/UI Goku/Data|214L Full}}
|-
|-
{{AttackVersion|name=214M|subtitle=}}
{{AttackVersion|name=214M|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|214M Full}}
{{#lst:DBFZ/UI Goku/Data|214M Full}}
|-
|-
{{AttackVersion|name=214H|subtitle=}}
{{AttackVersion|name=214H|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|214H Full}}
{{#lst:DBFZ/UI Goku/Data|214H Full}}
! colspan=16 style="background: white;"|Special 3
! colspan=16 style="background: white;"|Special 3
|-
|-
{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|236S Full}}
{{#lst:DBFZ/UI Goku/Data|236S Full}}
|}
|}


Line 98: Line 98:
|-
|-
{{AttackVersion|name=Assist A|subtitle=}}
{{AttackVersion|name=Assist A|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|Assist A Full}}
{{#lst:DBFZ/UI Goku/Data|Assist A Full}}
|-
|-
{{AttackVersion|name=Assist B|subtitle=}}
{{AttackVersion|name=Assist B|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|Assist B Full}}
{{#lst:DBFZ/UI Goku/Data|Assist B Full}}
|-
|-
{{AttackVersion|name=Assist C|subtitle=}}
{{AttackVersion|name=Assist C|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|Assist C Full}}
{{#lst:DBFZ/UI Goku/Data|Assist C Full}}
|}
|}


Line 115: Line 115:
|-
|-
{{AttackVersion|name=236LM|subtitle=}}
{{AttackVersion|name=236LM|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|236LM Full}}
{{#lst:DBFZ/UI Goku/Data|236LM Full}}
! colspan=16 style="background: white;"|Meteor
! colspan=16 style="background: white;"|Meteor
|-
|-
{{AttackVersion|name=214LM|subtitle=}}
{{AttackVersion|name=214LM|subtitle=}}
{{#lsth:DBFZ/UI Goku/Data|214LM Full}}
{{#lst:DBFZ/UI Goku/Data|214LM Full}}
|}
|}


Line 201: Line 201:


==Navigation==
==Navigation==
{{#lsth:DBFZ/UI Goku/Data|Links}}
{{#lst:DBFZ/UI Goku/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/UI Goku/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/UI Goku/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.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Goku]]
[[Category:Goku]]

Revision as of 04:30, 6 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
5M
5H
5S
2L
2M
2H
6M
j.L
j.M
5LLLLLLL
j.H
j.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.
Special 1
236L
236M
236H Special 2
214L
214M
214H Special 3
236S

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
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.
Super
236LM Meteor
214LM

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

Navigation

To edit frame data, edit values in DBFZ/UI Goku/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.

Template:Navbar-DBFZ