DBFZ/UI Goku/Frame Data: Difference between revisions

From Dustloop Wiki
< DBFZ‎ | UI Goku
No edit summary
Line 11: Line 11:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5L|rowspan=2}}
{{AttackVersion|name=5L|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L}}
{{#lst:{{BASEPAGENAME}}/Data|5L Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Clash level: 1
{{Description|15|text={{ColumnList|text=*Clash level: 1
Line 20: Line 21:
}}
}}
{{AttackVersion|name=5LL|rowspan=2}}
{{AttackVersion|name=5LL|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Clash level: 2
{{Description|15|text={{ColumnList|text=*Clash level: 2
Line 26: Line 28:
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Extra}}
|-
|-
{{AttackVersion|name=5M}}
{{AttackVersion|name=5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M}}
{{#lst:{{BASEPAGENAME}}/Data|5M Extra}}
|-
|-
{{AttackVersion|name=5H}}
{{AttackVersion|name=5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L}}
{{#lst:{{BASEPAGENAME}}/Data|2L Extra}}
|-
|-
{{AttackVersion|name=2M}}
{{AttackVersion|name=2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M}}
{{#lst:{{BASEPAGENAME}}/Data|2M Extra}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
|-
{{AttackVersion|name=2S}}
{{AttackVersion|name=2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M}}
{{#lst:{{BASEPAGENAME}}/Data|6M Extra}}
|-
|-
{{AttackVersion|name=6H|subtitle=Catch}}
{{AttackVersion|name=6H|subtitle=Catch}}
{{#lst:{{BASEPAGENAME}}/Data|6H Catch Full}}
{{#lst:{{BASEPAGENAME}}/Data|6H Catch}}
{{#lst:{{BASEPAGENAME}}/Data|6H Catch Extra}}
|-
|-
{{AttackVersion|name=6H|subtitle=Counter}}
{{AttackVersion|name=6H|subtitle=Counter}}
{{#lst:{{BASEPAGENAME}}/Data|6H Counter Full}}
{{#lst:{{BASEPAGENAME}}/Data|6H Counter}}
{{#lst:{{BASEPAGENAME}}/Data|6H Counter Extra}}
|-
|-
{{AttackVersion|name=6S}}
{{AttackVersion|name=6S}}
{{#lst:{{BASEPAGENAME}}/Data|6S Full}}
{{#lst:{{BASEPAGENAME}}/Data|6S}}
{{#lst:{{BASEPAGENAME}}/Data|6S Extra}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Extra}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Extra}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Extra}}
|-
|-
{{AttackVersion|name=j.H|rowspan=2}}
{{AttackVersion|name=j.H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
|-
{{Description|15|text={{ColumnList|text=*Removes landing recovery on Smash hit
{{Description|15|text={{ColumnList|text=*Removes landing recovery on Smash hit
Line 77: Line 95:
}}
}}
{{AttackVersion|name=j.S}}
{{AttackVersion|name=j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
|-
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|}
|}


Line 86: Line 106:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Godly Display
! colspan=16 style="background: white;"|Godly Display
|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236H}}
{{AttackVersion|name=236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
! colspan=16 style="background: white;"|Autonomous Fist
! colspan=16 style="background: white;"|Autonomous Fist
|-
|-
{{AttackVersion|name=j.236L}}
{{AttackVersion|name=j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{AttackVersion|name=j.236M}}
{{AttackVersion|name=j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{AttackVersion|name=j.236H}}
{{AttackVersion|name=j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
! colspan=16 style="background: white;"|Unencumbered Mind
! colspan=16 style="background: white;"|Unencumbered Mind
|-
|-
{{AttackVersion|name=214[L]}}
{{AttackVersion|name=214[L]}}
{{#lst:{{BASEPAGENAME}}/Data|214[L] Full}}
{{#lst:{{BASEPAGENAME}}/Data|214[L]}}
{{#lst:{{BASEPAGENAME}}/Data|214[L] Extra}}
|-
|-
{{AttackVersion|name=214[M]}}
{{AttackVersion|name=214[M]}}
{{#lst:{{BASEPAGENAME}}/Data|214[M] Full}}
{{#lst:{{BASEPAGENAME}}/Data|214[M]}}
{{#lst:{{BASEPAGENAME}}/Data|214[M] Extra}}
|-
|-
{{AttackVersion|name=214[H]}}
{{AttackVersion|name=214[H]}}
{{#lst:{{BASEPAGENAME}}/Data|214[H] Full}}
{{#lst:{{BASEPAGENAME}}/Data|214[H]}}
{{#lst:{{BASEPAGENAME}}/Data|214[H] Extra}}
! colspan=16 style="background: white;"|Godly Strike
! colspan=16 style="background: white;"|Godly Strike
|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{AttackVersion|name=214[X] > L}}
{{AttackVersion|name=214[X] > L}}
{{#lst:{{BASEPAGENAME}}/Data|214XL Full}}
{{#lst:{{BASEPAGENAME}}/Data|214XL}}
{{#lst:{{BASEPAGENAME}}/Data|214XL Extra}}
! colspan=16 style="background: white;"|Transcendence
! colspan=16 style="background: white;"|Transcendence
|-
|-
{{AttackVersion|name=214M}}
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=j.214M}}
{{AttackVersion|name=j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{AttackVersion|name=214[X] > M}}
{{AttackVersion|name=214[X] > M}}
{{#lst:{{BASEPAGENAME}}/Data|214XM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214XM}}
{{#lst:{{BASEPAGENAME}}/Data|214XM Extra}}
! colspan=16 style="background: white;"|Embodied Light
! colspan=16 style="background: white;"|Embodied Light
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{AttackVersion|name=214[X] > H}}
{{AttackVersion|name=214[X] > H}}
{{#lst:{{BASEPAGENAME}}/Data|214XH Full}}
{{#lst:{{BASEPAGENAME}}/Data|214XH}}
{{#lst:{{BASEPAGENAME}}/Data|214XH Extra}}
! colspan=16 style="background: white;"|Kamehameha
! colspan=16 style="background: white;"|Kamehameha
|-
|-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=j.236S}}
{{AttackVersion|name=j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
|-
|-
{{AttackVersion|name=214[X] > S}}
{{AttackVersion|name=214[X] > S}}
{{#lst:{{BASEPAGENAME}}/Data|214XS Full}}
{{#lst:{{BASEPAGENAME}}/Data|214XS}}
{{#lst:{{BASEPAGENAME}}/Data|214XS Extra}}
! colspan=16 style="background: white;"|Rising Heat
! colspan=16 style="background: white;"|Rising Heat
|-
|-
{{AttackVersion|name=22S}}
{{AttackVersion|name=22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S Full}}
{{#lst:{{BASEPAGENAME}}/Data|22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S Extra}}
! colspan=16 style="background: white;"|Unrestrained Will
! colspan=16 style="background: white;"|Unrestrained Will
|-
|-
{{AttackVersion|name=Recover > [L+M]}}
{{AttackVersion|name=Recover > [L+M]}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM] Full}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM]}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM] Extra}}
|}
|}


Line 171: Line 214:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Assist A}}
{{AttackVersion|name=Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Extra}}
|-
|-
{{AttackVersion|name=Assist B}}
{{AttackVersion|name=Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Extra}}
|-
|-
{{AttackVersion|name=Assist C}}
{{AttackVersion|name=Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Extra}}
|}
|}


Line 186: Line 232:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Accelerating Battle Spirit
! colspan=16 style="background: white;"|Accelerating Battle Spirit
|-
|-
{{AttackVersion|name=236L+M}}
{{AttackVersion|name=236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=j.236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
! colspan=16 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:{{BASEPAGENAME}}/Data|236[LM] Full}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM] Extra}}
! colspan=16 style="background: white;"|Guiding Impulse
! colspan=16 style="background: white;"|Guiding Impulse
|-
|-
{{AttackVersion|name=236H+S}}
{{AttackVersion|name=236H+S}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=j.236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Extra}}
! colspan=16 style="background: white;"|Silver Dragon Flash
! colspan=16 style="background: white;"|Silver Dragon Flash
|-
|-
{{AttackVersion|name=214L+M}}
{{AttackVersion|name=214L+M}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{AttackVersion|name=j.214L+M}}
{{AttackVersion|name=j.214L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}
|}
|}



Revision as of 18:14, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

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


  • 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

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.
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

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


Assist B


Assist C


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.
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