DBFZ/Gauges - Dustloop Wiki

Max is 7 bars

Ki is the primary offensive resource in the game. Players will use Ki to perform Vanish, Guard Cancels, Powered-Up Special Moves, Super Attacks and Meteor Attacks.

Gaining Ki

Ki is increased by advancing toward the opponent, landing attacks, blocking, and getting hit.

Ki gaining is separated into offensive and defensive. Sparking! doubles the amount of Ki gain from both means, but doesn't affect Ki gain from Z Assists.

Situation Formula
Attacking team on hit (meter) * 1
Attacking team on counter hit (meter) * 2 for counter hit only
Attacking team on block or hitting against armor, guard point (meter) * 0.5
Defending team on hit (damage taken) * 0.015
Defending team on block (base damage) * 0.005
Defending team on block using armor, guard point 0

Spending Ki

Moves that cost Ki to use do not gain any Ki. After using Ki, Ki gain from offensive means is reduced by 90% for:

  • A set amount of time afterward, varies between attacks.
  • Until the current combo ends, if the attack landed.

This cooldown overwrites Ki gain bonus from Sparking!

Ki Charge

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Hold L+S to perform a Ki Charge and quickly fill up your Ki Gauge. There is a fairly long minimum duration that Ki Charge is active for, and you are in Counter Hit state the entire time you're charging. Note that the rate at which you gain Ki increases the longer you hold L/S.

Ki Charge isn't affected by Sparking! bonus, but is affected by Ki cooldown.

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.
Ki Charge 15 35~Until max 6 - - 28.5~700%
  • Gains Ki at an increasing rate during active frames. Ki gain rate stops increasing mid-combo
  • Cancelable into Super Dash during active frames starting from frame 30
  • In neutral, charge time to reach 1 Ki Gauge: 91F; 2 Ki: 127F; 3 Ki: 156F; 4 Ki: 180F; 5 Ki: 201F; 6 Ki: 220F; 7 Ki: 236F
  • Total animation that can be held after reaching 7 Ki gauges: 300F

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