DBFZ/UI Goku/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | UI Goku
No edit summary
No edit summary
Line 16: Line 16:
{{#lst:DBFZ/UI Goku/Data|5L Full}}
{{#lst:DBFZ/UI Goku/Data|5L Full}}
|-
|-
{{Description|16|text={{ColumnList|text=*Clash level: 1
{{Description|15|text={{ColumnList|text=*Clash level: 1
}}
}}
}}
}}
Line 22: Line 22:
{{#lst:DBFZ/UI Goku/Data|5LL Full}}
{{#lst:DBFZ/UI Goku/Data|5LL Full}}
|-
|-
{{Description|16|text={{ColumnList|text=*Clash level: 2
{{Description|15|text={{ColumnList|text=*Clash level: 2
}}
}}
}}
}}
Line 73: Line 73:
{{#lst:DBFZ/UI Goku/Data|j.H Full}}
{{#lst:DBFZ/UI Goku/Data|j.H Full}}
|-
|-
{{Description|16|text={{ColumnList|text=*Removes landing recovery on Smash hit
{{Description|15|text={{ColumnList|text=*Removes landing recovery on Smash hit
}}
}}
}}
}}
Line 88: Line 88:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Godly Display
! colspan=16 style="background: white;"|Godly Display
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
Line 98: Line 98:
{{AttackVersion|name=236H}}
{{AttackVersion|name=236H}}
{{#lst:DBFZ/UI Goku/Data|236H Full}}
{{#lst:DBFZ/UI Goku/Data|236H Full}}
! colspan=17 style="background: white;"|Autonomous Fist
! colspan=16 style="background: white;"|Autonomous Fist
|-
|-
{{AttackVersion|name=j.236L}}
{{AttackVersion|name=j.236L}}
Line 108: Line 108:
{{AttackVersion|name=j.236H}}
{{AttackVersion|name=j.236H}}
{{#lst:DBFZ/UI Goku/Data|j.236H Full}}
{{#lst:DBFZ/UI Goku/Data|j.236H Full}}
! colspan=17 style="background: white;"|Unencumbered Mind
! colspan=16 style="background: white;"|Unencumbered Mind
|-
|-
{{AttackVersion|name=214[L]}}
{{AttackVersion|name=214[L]}}
Line 118: Line 118:
{{AttackVersion|name=214[H]}}
{{AttackVersion|name=214[H]}}
{{#lst:DBFZ/UI Goku/Data|214[H] Full}}
{{#lst:DBFZ/UI Goku/Data|214[H] Full}}
! colspan=17 style="background: white;"|Godly Strike
! colspan=16 style="background: white;"|Godly Strike
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
Line 128: Line 128:
{{AttackVersion|name=214[X] > L}}
{{AttackVersion|name=214[X] > L}}
{{#lst:DBFZ/UI Goku/Data|214XL Full}}
{{#lst:DBFZ/UI Goku/Data|214XL Full}}
! colspan=17 style="background: white;"|Transcendence
! colspan=16 style="background: white;"|Transcendence
|-
|-
{{AttackVersion|name=214M}}
{{AttackVersion|name=214M}}
Line 138: Line 138:
{{AttackVersion|name=214[X] > M}}
{{AttackVersion|name=214[X] > M}}
{{#lst:DBFZ/UI Goku/Data|214XM Full}}
{{#lst:DBFZ/UI Goku/Data|214XM Full}}
! colspan=17 style="background: white;"|Embodied Light
! colspan=16 style="background: white;"|Embodied Light
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
Line 148: Line 148:
{{AttackVersion|name=214[X] > H}}
{{AttackVersion|name=214[X] > H}}
{{#lst:DBFZ/UI Goku/Data|214XH Full}}
{{#lst:DBFZ/UI Goku/Data|214XH Full}}
! colspan=17 style="background: white;"|Kamehameha
! colspan=16 style="background: white;"|Kamehameha
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
Line 158: Line 158:
{{AttackVersion|name=214[X] > S}}
{{AttackVersion|name=214[X] > S}}
{{#lst:DBFZ/UI Goku/Data|214XS Full}}
{{#lst:DBFZ/UI Goku/Data|214XS Full}}
! colspan=17 style="background: white;"|Rising Heat
! colspan=16 style="background: white;"|Rising Heat
|-
|-
{{AttackVersion|name=22S}}
{{AttackVersion|name=22S}}
{{#lst:DBFZ/UI Goku/Data|22S Full}}
{{#lst:DBFZ/UI Goku/Data|22S Full}}
! colspan=17 style="background: white;"|Unrestrained Will
! colspan=16 style="background: white;"|Unrestrained Will
|-
|-
{{AttackVersion|name=Recover > [L+M]}}
{{AttackVersion|name=Recover > [L+M]}}
Line 188: Line 188:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
! colspan=17 style="background: white;"|Accelerating Battle Spirit
! colspan=16 style="background: white;"|Accelerating Battle Spirit
|-
|-
{{AttackVersion|name=236L+M}}
{{AttackVersion|name=236L+M}}
Line 195: Line 195:
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=j.236L+M}}
{{#lst:DBFZ/UI Goku/Data|j.236LM Full}}
{{#lst:DBFZ/UI Goku/Data|j.236LM Full}}
! colspan=17 style="background: white;"|Unpolished Instinct
! colspan=16 style="background: white;"|Unpolished Instinct
|-
|-
{{AttackVersion|name=Accelerating Battle Spirit > X}}
{{AttackVersion|name=Accelerating Battle Spirit > X}}
{{#lst:DBFZ/UI Goku/Data|236[LM] Full}}
{{#lst:DBFZ/UI Goku/Data|236[LM] Full}}
! colspan=17 style="background: white;"|Guiding Impulse
! colspan=16 style="background: white;"|Guiding Impulse
|-
|-
{{AttackVersion|name=236H+S}}
{{AttackVersion|name=236H+S}}
Line 206: Line 206:
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=j.236L+M}}
{{#lst:DBFZ/UI Goku/Data|j.236HS Full}}
{{#lst:DBFZ/UI Goku/Data|j.236HS Full}}
! colspan=17 style="background: white;"|Silver Dragon Flash
! colspan=16 style="background: white;"|Silver Dragon Flash
|-
|-
{{AttackVersion|name=214L+M}}
{{AttackVersion|name=214L+M}}

Revision as of 14:54, 16 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
  • Clash level: 1
5LL
  • Clash level: 2
5LLL
5M
5H
5S
2L
2M
2H
2S
6M
6H
Catch
6H
Counter
6S
j.L
j.M
5LLLLLLL
j.H
  • Removes landing recovery on Smash hit
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.
Godly Display
236L
236M
236H Autonomous Fist
j.236L
j.236M
j.236H Unencumbered Mind
214[L]
214[M]
214[H] Godly Strike
214L
j.214L
214[X] > L Transcendence
214M
j.214M
214[X] > M Embodied Light
214H
j.214H
214[X] > H Kamehameha
236S
j.236S
214[X] > S Rising Heat
22S Unrestrained Will
Recover > [L+M]

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.
Accelerating Battle Spirit
236L+M
j.236L+M Unpolished Instinct
Accelerating Battle Spirit > X Guiding Impulse
236H+S
j.236L+M Silver Dragon Flash
214L+M
j.214L+M

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