DBFZ/UI Goku/Frame Data: Difference between revisions

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|-
|-
{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-]
! colspan=16 style="background: white;"|Godly Display
{{AttackVersion|name=Godly Display|subtitle=236L/M/H|rowspan=3}}
|-
{{AttackVersion|name=236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236L Extra}}
|-
|-
{{AttackVersion|name=236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236M Extra}}
|-
|-
{{AttackVersion|name=236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
|-
! colspan=16 style="background: white;"|Autonomous Fist
{{AttackVersion|name=Autonomous Fist|subtitle=j.236L/M/H|rowspan=3}}
|-
{{AttackVersion|name=j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Extra}}
|-
|-
{{AttackVersion|name=j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Extra}}
|-
|-
{{AttackVersion|name=j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
! colspan=16 style="background: white;"|Unencumbered Mind
{{AttackVersion|name=Unencumbered Mind|subtitle=214[L]/[M]/[H]|rowspan=3}}
|-
{{AttackVersion|name=214[L]}}
{{#lst:{{BASEPAGENAME}}/Data|214[L]}}
{{#lst:{{BASEPAGENAME}}/Data|214[L]}}
{{#lst:{{BASEPAGENAME}}/Data|214[L] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214[L] Extra}}
|-
|-
{{AttackVersion|name=214[M]}}
{{#lst:{{BASEPAGENAME}}/Data|214[M]}}
{{#lst:{{BASEPAGENAME}}/Data|214[M]}}
{{#lst:{{BASEPAGENAME}}/Data|214[M] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214[M] Extra}}
|-
|-
{{AttackVersion|name=214[H]}}
{{#lst:{{BASEPAGENAME}}/Data|214[H]}}
{{#lst:{{BASEPAGENAME}}/Data|214[H]}}
{{#lst:{{BASEPAGENAME}}/Data|214[H] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214[H] Extra}}
|-
|-
! colspan=16 style="background: white;"|Godly Strike
{{AttackVersion|name=Godly Strike|subtitle=214L}}
|-
{{AttackVersion|name=214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214L Extra}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=Godly Strike|subtitle=j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Extra}}
|-
|-
{{AttackVersion|name=214[X] > L}}
{{AttackVersion|name=Godly Strike|subtitle=214[X] > L}}
{{#lst:{{BASEPAGENAME}}/Data|214XL}}
{{#lst:{{BASEPAGENAME}}/Data|214XL}}
{{#lst:{{BASEPAGENAME}}/Data|214XL Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214XL Extra}}
|-
|-
! colspan=16 style="background: white;"|Transcendence
{{AttackVersion|name=Transcendence|subtitle=214M}}
|-
{{AttackVersion|name=214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214M Extra}}
|-
|-
{{AttackVersion|name=j.214M}}
{{AttackVersion|name=Transcendence|subtitle=j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Extra}}
|-
|-
{{AttackVersion|name=214[X] > M}}
{{AttackVersion|name=Transcendence|subtitle=214[X] > M}}
{{#lst:{{BASEPAGENAME}}/Data|214XM}}
{{#lst:{{BASEPAGENAME}}/Data|214XM}}
{{#lst:{{BASEPAGENAME}}/Data|214XM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214XM Extra}}
|-
|-
! colspan=16 style="background: white;"|Embodied Light
{{AttackVersion|name=Embodied Light|subtitle=214H}}
|-
{{AttackVersion|name=214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=Embodied Light|subtitle=j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Extra}}
|-
|-
{{AttackVersion|name=214[X] > H}}
{{AttackVersion|name=Embodied Light|subtitle=214[X] > H}}
{{#lst:{{BASEPAGENAME}}/Data|214XH}}
{{#lst:{{BASEPAGENAME}}/Data|214XH}}
{{#lst:{{BASEPAGENAME}}/Data|214XH Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214XH Extra}}
|-
|-
! colspan=16 style="background: white;"|Kamehameha
{{AttackVersion|name=Kamehameha|subtitle=236S}}
|-
{{AttackVersion|name=236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{AttackVersion|name=j.236S}}
{{AttackVersion|name=Kamehameha|subtitle=j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Extra}}
|-
|-
{{AttackVersion|name=214[X] > S}}
{{AttackVersion|name=Kamehameha|subtitle=214[X] > S}}
{{#lst:{{BASEPAGENAME}}/Data|214XS}}
{{#lst:{{BASEPAGENAME}}/Data|214XS}}
{{#lst:{{BASEPAGENAME}}/Data|214XS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214XS Extra}}
|-
|-
! colspan=16 style="background: white;"|Rising Heat
{{AttackVersion|name=Rising Heat|subtitle=22S}}
|-
{{AttackVersion|name=22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S}}
{{#lst:{{BASEPAGENAME}}/Data|22S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|22S Extra}}
|-
|-
! colspan=16 style="background: white;"|Unrestrained Will
{{AttackVersion|name=Unrestrained Will|subtitle=Recover > [L+M]}}
|-
{{AttackVersion|name=Recover > [L+M]}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM]}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM]}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Recovery [LM] Extra}}
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{{FullFrameDataHeader-DBFZ}}
{{FullFrameDataHeader-DBFZ}}
|-
|-
! colspan=16 style="background: white;"|Accelerating Battle Spirit
{{AttackVersion|name=Accelerating Battle Spirit|subtitle=236L+M}}
|-
{{AttackVersion|name=236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Extra}}
|-
|-
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=Accelerating Battle Spirit|subtitle=j.236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Extra}}
|-
|-
! colspan=16 style="background: white;"|Unpolished Instinct
{{AttackVersion|name=Unpolished Instinct|subtitle=Accelerating Battle Spirit > X}}
|-
{{AttackVersion|name=Accelerating Battle Spirit > X}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM]}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM] Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236[LM] Extra}}
|-
|-
! colspan=16 style="background: white;"|Guiding Impulse
{{AttackVersion|name=Guiding Impulse|subtitle=236H+S}}
|-
{{AttackVersion|name=236H+S}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Extra}}
|-
|-
{{AttackVersion|name=j.236L+M}}
{{AttackVersion|name=Guiding Impulse|subtitle=j.236L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Extra}}
|-
|-
! colspan=16 style="background: white;"|Silver Dragon Flash
{{AttackVersion|name=Silver Dragon Flash|subtitle=214L+M}}
|-
{{AttackVersion|name=214L+M}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Extra}}
|-
|-
{{AttackVersion|name=j.214L+M}}
{{AttackVersion|name=Silver Dragon Flash|subtitle=j.214L+M}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.214LM Extra}}

Revision as of 07:23, 21 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


  • 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/M/H


Autonomous Fist
j.236L/M/H


Unencumbered Mind
214[L]/[M]/[H]


Godly Strike
214L


Godly Strike
j.214L


Godly Strike
214[X] > L


Transcendence
214M


Transcendence
j.214M


Transcendence
214[X] > M


Embodied Light
214H


Embodied Light
j.214H


Embodied Light
214[X] > H


Kamehameha
236S


Kamehameha
j.236S


Kamehameha
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


Accelerating Battle Spirit
j.236L+M


Unpolished Instinct
Accelerating Battle Spirit > X


Guiding Impulse
236H+S


Guiding Impulse
j.236L+M


Silver Dragon Flash
214L+M


Silver Dragon Flash
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.

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