Dragon Ball FighterZ
Dragon Ball FighterZ

Frame Data Basics

Elevate your Dragon Ball FighterZ gameplay by understanding frame data. Learn how jab and Super Dash frame values impact speed, active frames, and recovery.

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Frame Data Basics

Understanding frame data is crucial for elevating your gameplay in Dragon Ball FighterZ from a casual button masher to a strategic fighter. Every action your character takes, from a simple jab to a devastating Super Dash, has specific frame values associated with it. These values dictate how quickly an attack comes out, how long it stays active, and how much recovery time it has. Mastering this knowledge allows you to identify optimal times to attack, defend, and punish your opponent.

What are Frames?

In fighting games, "frames" refer to individual moments in time. Since Dragon Ball FighterZ runs at 60 frames per second (FPS), each frame represents 1/60th of a second. When we talk about a move having "X" frames, we're talking about how many of these 1/60th-second intervals it takes for that move to execute its various stages.

Key Frame Data Terms

To effectively utilize frame data, you need to understand these core concepts:

  • Startup Frames: This is the number of frames from when you input an attack command until the first active hitbox appears. A move with fewer startup frames is considered "faster." For example, a character's Light (L) attack often has very low startup frames, making it ideal for quick pokes or interrupting an opponent.
  • Active Frames: These are the frames during which an attack's hitbox is present and can hit the opponent. More active frames can make a move easier to hit or allow it to cover a larger area.
  • Recovery Frames: After an attack's active frames end, your character enters a recovery period where they cannot perform another action. Moves with high recovery frames are generally more punishable if they miss or are blocked.
  • On Block Advantage/Disadvantage: This is arguably the most critical piece of frame data for understanding pressure and defense.
    • + (Plus) Frames: If a move is +X on block, it means your character recovers X frames *before* your opponent does after they block your attack. This allows you to continue your offense, as you can initiate another attack that will hit before your opponent can react. For instance, if your character's 2M (down-medium) is +2 on block, you can often follow up with a fast Light attack to maintain pressure.
    • - (Minus) Frames: If a move is -X on block, it means your character recovers X frames *after* your opponent does. This puts you at a disadvantage, and your opponent can potentially "punish" you by initiating their own attack that will hit you before you can block or act. A move that is -7 on block, for example, leaves you vulnerable to many fast retaliatory attacks.
    • 0 (Neutral) Frames: Both characters recover at the same time. This often leads to a "mix-up" situation where both players have to guess what the other will do next.
  • On Hit Advantage/Disadvantage: Similar to on block, but this refers to the frame advantage/disadvantage when an attack successfully hits the opponent. Positive frames on hit are essential for continuing combos.

Actionable Walkthrough: Using Frame Data in Practice

Step 1: Accessing the Training Mode

The best place to learn and apply frame data is in the Training Mode. From the main menu, navigate to Offline Battle, then select Training. Choose your desired characters and stage.

Step 2: Setting Up the Dummy for Frame Data Analysis

Once in Training Mode, open the Training Settings menu (usually by pressing the Options/Start button). Here are crucial settings to adjust:

  • Dummy Action: Set this to "Guard All" or "Guard First Attack" to test on-block situations.
  • Guard Type: Set to "Normal Guard" for standard blocking scenarios.
  • Display Input: Turn this "On" to see your own inputs and the dummy's.
  • Display Frame Data: This is the most important setting! Turn this "On." You will see a numerical display appear on screen, showing the frame data for your current actions.

Step 3: Analyzing Your Character's Moves

With the frame data display active, start experimenting with your character's moves:

  1. Basic Attacks (L, M, H): Perform your character's Light (L), Medium (M), and Heavy (H) attacks. Observe the startup, active, and recovery frames. Pay close attention to the "On Block" value.
    • Strategy: Identify your fastest moves (low startup) for pokes and your safest moves (low minus frames on block) for ending block strings.
  2. Special Moves: Test your character's special moves (e.g., Quarter Circle Forward + L/M/H, Quarter Circle Back + L/M/H). Many special moves have significant recovery, making them highly punishable if blocked.
    • Strategy: Learn which special moves are safe on block (or close to neutral) and which ones leave you wide open. For example, some characters have a special move that is + on block, allowing for continued pressure.
  3. Block Strings: Practice sequences of attacks that are meant to be blocked. A good block string aims to keep the opponent guarding while minimizing your frame disadvantage.
    • Walkthrough: Perform a series of attacks, like 5L > 5LL > 2M > 5H. Observe the frame data after each blocked hit. If you end a string with a move that is heavily minus, your opponent can often retaliate. Try to end block strings with moves that are slightly minus (-1 to -3) or even plus, if your character has them.

Step 4: Identifying Punishes

Frame data is key to understanding when you can punish an opponent. If an opponent performs a move that is significantly minus on block, you have a window to counter-attack.

  1. Set Dummy to "Record/Playback": In Training Settings, set the Dummy Action to "Record." Record the dummy performing a move that you suspect is unsafe (e.g., a Dragon Rush that is blocked, or a special move with long recovery).
  2. Set Dummy to "Playback": After recording, set the Dummy Action to "Playback."
  3. Practice Punishing: As the dummy performs the unsafe move, try to hit them with your fastest attack (usually 5L or 2L) immediately after they recover from their blocked attack. If you hit them, you've successfully identified a punish window.
    • Strategy: Learn the frame data of common unsafe moves from popular characters. For instance, if a character's Beam attack is -15 on block, you can often punish it with a Super Dash or a fast combo starter.

By consistently practicing with the frame data display in Training Mode, you'll develop an intuitive understanding of attack timings and become much more effective at both offensive pressure and defensive retaliation in Dragon Ball FighterZ.