
Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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Prorate | How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table. | ||||||||||||||||
Guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. | ||||||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun. | ||||||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. |
Attack Level Values | ||||||||||||||||||||||||||||||
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For more values, see DBFZ/Frame Data |
System Data
Normal Moves
input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
5L | 400 | All | 6 | 3 | 11 | -2 | 11 | 16 | 16 | |||||
5LL | 700 | All | 11 | 3 | 18 | -5 | 15 | |||||||
5LLL | 300, 700 | U3+ | All | 11 | 2 | 18 | -4 (airborne) | 1-12 Head | 15 | Launch | 39 | |||
5M | 700 | All | 9 | 3 | 18 | -5 | 15 | |||||||
5H | 850 | U1 | All | 13 | 6 | 18 | -8 | 15 | Launch | 22 / | ||||
5S | 300×1~8 | All | 13 | 24 | -3 | 20 | 23 | 25 | ||||||
2L | 400 | Low | 7 | 3 | 13 | -4 | 11 | 16 | 16 | |||||
2M | 700 | Low | 11 | 4 | 18 | -5 | 15 | Launch | 22 | |||||
2H | 850 | U1+ | All | 13 | 3 | 27 | -14 | 4-15 Head | 15 | Launch | 22 / 39 | |||
2S | 500 | All | 12 | 24 | -3~+20 | 20 | 23 | 25 | ||||||
6M | 850 | High | 24 | 6 | 4+6L | 0 | 15 | 18 | 23 | |||||
j.L | 400 | High | 6 | 3 | ||||||||||
j.M | 700 | High | 9 | 4 | ||||||||||
j.H | 850 / 1000 | D1+ [D3+] | High | 13 | 4 | |||||||||
j.S | 300 | All | 13 | X+7L | 20 | 23 | 25 | |||||||
j.2H | 850 | U1+ | All | 12 | 5 | 10 | 15 | Launch | 22 / 39 | |||||
j.2S | 500 | All | 12 | X+5L | 20 | 23 | 25 |
Special Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L | L Super Dash Kick | 800 | All | 11 | 6 | 15 | -5 (airborne) | 15 | Launch | ||||||
236M | M Super Dash Kick | 900 | U1+ | All | 15 | 9 | 21 | -9 | Launch | ||||||
236H | H Super Dash Kick | 1300 | U1+ | All | 29-36 | 9 | 22 | -5 | 9~19-26 Full (while invisible) | Launch | |||||
j.236L | Air L Super Dash Kick | 800 | All | 11 | 4 | 23 | Launch | ||||||||
j.236M | Air M Super Dash Kick | 900 | U1+ | All | 15 | 9 | 23 | Launch | |||||||
j.236H | Air H Super Dash Kick | 1300 | U1+ | All | 29-36 | 9 | 23 | 5~19-26 Full (while invisible) | Launch | ||||||
214L | L Deadly Knee Drop | 920 | D1 | All | 26-33 | Until Landing, 3 | 14 | -4 | Launch | ||||||
214M | M Deadly Knee Drop | 1000 | D1 | All | 29-33 | Until Landing, 3 | 14 | -4 | Launch | ||||||
214H | H Deadly Knee Drop | 1200 | D1 | All | 26-33 | Until Landing, 3 | 14 | -4 | Launch | ||||||
j.214L | Air L Deadly Knee Drop | 920 | D1 | All | 26-33 | Until Landing, 3 | 14 | -4 | Launch | ||||||
j.214M | Air M Deadly Knee Drop | 1000 | D1 | All | 29-33 | Until Landing, 3 | 14 | -4 | Launch | ||||||
j.214H | Air H Deadly Knee Drop | 1200 | D1 | All | 26-33 | Until Landing, 3 | 14 | -4 | Launch | ||||||
236S | Energy Cutter | 1000 | All | 22 | 23 | -4 (airborne) | Launch | ||||||||
214S | I have no use for Saiyans that can't move | 0 | U1+ | Throw | 16 | 3 | 15 | Launch | 22 / 39 |
Z Assists
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
Assist A | Energy Cutter | 800 | All | 25 | +30 | 30 | Launch | ||||||||
Assist B | Super Dash Kick | 800 | All | 20 | 6 | +25 | 25 | Launch | 50 | ||||||
Assist C | Dirty Fireworks | 300, 490, 280 | All | 28 [20] | +29 | 29 |
Super Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L+M | Galick Gun | 280×10 [350×10] | All | 9+4 | -21 | 9-20 All | |||||||||
j.236L+M | Air Galick Gun | 280×10 | All | 9+4 | 9-20 All | ||||||||||
214L+M | Galaxy Breaker | 234×20 [260×20] | All | 9+3 | -27 | 1-20 All |
Sources

To edit frame data, edit values in DBFZ/Vegeta/Data.