DBFZ/SSB Vegeta/Frame Data

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Vegeta (SSGSS)


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 12 -3 11 16 16
5LL 700 All 8 3 17 -4 15 18 18
5LLL 1000 U3+ All 12 3 17 -4 15 Launch 34
5M 700 All 9 6 15 -5 15 18 18
5H 850 U1 All 14 4 22 -10 15 Launch 23 / 39
5S 500 All 13 25 -5 21 Launch 26
2L 400 Low 7 3 13 -4 11 16 16
2M 700 Low 10 4 18 -5 15 Launch 23
2H 850 U1+ All 13 3 30 -17 15 Launch 23 / 39
2S 500 All 13 25 -3 21 Launch 26
6M 850 High 24 6 4+6 After landing 0 15 18 23
j.L 400 High 6 3 11 16 16
j.M 700 High 10 4 14 15 18 18
j.H 850 [1000] D1+ High 13 5 21 24
j.S 500 All 12 21 Launch 26
j.2H 850 D1+ High 12 3 12 17 Launch 23 / 39
j.2S 500 All 10 21 Launch 26


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Super Dash Kick 500 All 12 3 21 -8 15 18 18
236M M Super Dash Kick 500 All 15 3 21 (in air) +2 (-8 if landed) 15 18 18
236H H Super Dash Kick 600 All 12-18 3 21 -5
j.236L Air L Super Dash Kick 500 All 12 3 21 -8 15 18 18
j.236M Air M Super Dash Kick 500 All 15 3 21 -8 15 18 18
j.236H Air M Super Dash Kick 600 All 12-18 3 21 -5
236X > L L Super Dash Kick Follow-up 1 650 [975] All 10 3 13+3L -8
236X > M M Super Dash Kick Follow-up 1 220×3 [286×3] All 18 3 (7) 3 (7) 3 12+3L -8
236X > H H Super Dash Kick Follow-up 1 700 [] All 10 3 17 -5
236X > X > L L Super Dash Kick Follow-up 2 650 [975] {} All 13 6 19 -4
236X > X > M M Super Dash Kick Follow-up 2 700 [1050] {1200} U1+ All 18 6 13 -5 (in air)
236X > X > H H Super Dash Kick Follow-up 2 200×5
[200×4, 1050]
{260×4,1170}
U1+ All 13 8 15 -4
214L L On a scale of one to ten, I'll give you a three! 1000 D2 Throw 23 3 21+3L 4-31 P1
214M M On a scale of one to ten, I'll give you a three! 1000 U1+ → D2 Throw 24 8 23 (in air) 4-37 P1
214H H On a scale of one to ten, I'll give you a three! 1000 [500] U1+ → D2 Throw 20 8 20+3L 1-31 P1
j.214L Air L On a scale of one to ten, I'll give you a three! 1000 D2 Throw 20 6 4-31 P1
j.214M Air M On a scale of one to ten, I'll give you a three! 1000 U1+ → D2 Throw 21 8 4-32 P1
j.214H Air H On a scale of one to ten, I'll give you a three! 1000 [500] U1+ → D2 Throw 18 8 1-31 P1
236S Big Bang Attack 300, 1400 All 9 27, 1 31 +3 35
j.236S Air Big Bang Attack 300, 1400 All 9 27, 1 31 +3 35


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Big Bang Attack 100, 1000 All 40, 60 20-27, 15 137-144 +33~49, +24 (1st hit only); +45 (2nd hit only) 33~49, 24 (1st hit only); 45 (2nd hit only) Launch 47f - 66f, 46f (ball only)
Assist B Infinity Breaker 800 All 20 5 +29 +29
Assist C Super Dash Kick 450, 450, 280 All 35 [20] +55 55


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Niagara Pummel 2230 UDV All 8+7 -14 8-24 Full Launch
236[L+M] Niagara Pummel (Hold) 1100 UDV1 All 8+7 -14 8-24 Full Launch
236H+S Galick Gun 280×10 UDV All 7+5 -21 Launch
214L+M Final Flash 220×20 UDV All 12+3 -34 1- All Launch
j.214L+M Air Final Flash 220×20 UDV All 12+3 1- All Launch
214L+M > X Final Flash Attack 2200 UDV All - Launch


Sources

Navigation

Vegeta (SSGSS)
Ambox notice.png To edit frame data, edit values in DBFZ/SSB Vegeta/Data.

System Explanations

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The Basics
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Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
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Mechanics Glossary