< DBFZ | SSB Vegito

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 | 120×4 | All | 7 | 2(3)2(3)2(8)2 | 19 | -5 | 2 | |||||||
5LL | 700 | All | 10 | 3 | 18 | -5 | ||||||||
5LLL | 1000 | U3+ | Throw | 9 | 1 | 30 | ||||||||
5M | 700 | All | 9 | 6 | 20 | -10 | 10 | |||||||
5H | 850 | U1 | All | 14 | 4 | 21 | -9 | |||||||
5S | 700 | All | 9 | 3 | 22 | -4 | ||||||||
6S | 700 | All | 14 | 3 | 22 | -4 | ||||||||
2L | 500 | All | 20 | 3 | 23 | -5 | 5-19 Low | |||||||
2M | 700 | Low | 15 | 6 | 20 | -10 | ||||||||
2H | 850 | U1+ | All | 16 | 3 | 35 | -22 | 4-18 Head | ||||||
2S | 500 / 500×2 | U1 | All | 18 | 5 | 21 | -5 | |||||||
6M | 850 | High | 24 | 6 | 10 | 0 | ||||||||
j.L | 400 | High | 6 | 3 | ||||||||||
j.M | 700 | High | 10 | 3 | ||||||||||
j.H | 750 [1000] | [D3+] | High | 13 | 4 | |||||||||
j.S | 500 / 500×2 | U1 | All | 15 | 5 | |||||||||
j.2H | 850 | U1+ | All | 15 | 5 |
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 Spiral Heel Shot | 130,600 / 130×3,600 | All | 11 | 3(12)4 | 16 | -5 | ||||||||
236M | M Spiral Heel Shot | 130,600 / 130×5,600 | U1+ | All | 16 | 3(12)4 | 16 | -5 | |||||||
236H | H Spiral Heel Shot | 130,700 / 130×7,600 | U1+ | All | 11 | 3(12)4 | 16 | -5 | |||||||
j.236L | Air L Spiral Heel Shot | 130,600 / 130×3,600 | All | 11 | 3(12)4 | 17 | |||||||||
j.236M | Air M Spiral Heel Shot | 130,600 / 130×5,600 | U1+ | All | 16 | 3(12)4 | 18 | ||||||||
j.236H | Air H Spiral Heel Shot | 130,700 / 130×7,600 | U1+ | All | 11 | 3(12)4 | 17 | ||||||||
214L | L Atomic Buster | 1100 | Throw | 13 | 7 | 21 + 3 After L | 4-13 Head | ||||||||
214M | M Atomic Buster | 1200 | D2 | Throw | 19 | 7 | 21 + 3 After L | 4-19 Head | |||||||
214H | H Atomic Buster | 1500 | D2 | Throw | 13 | 7 | 21 + 3 After L | 1-13 Head | |||||||
j.214L | Air L Atomic Buster | 1100 | Throw | 13 | 7 | 21 + 3 After L | 4-13 Head | ||||||||
j.214M | Air M Atomic Buster | 1200 | D2 | Throw | 19 | 7 | 21 + 3 After L | 4-19 Head | |||||||
j.214H | Air H Atomic Buster | 1500 | D2 | Throw | 10 | 7 | 21 + 3 After L | 4-13 Head | |||||||
236S | Split Finger Shot | 300×5 | All | 23 | |||||||||||
j.236S | Air Split Finger Shot | 300×5 | All | 18 | |||||||||||
214S Catch | Barrier (Catch) | 4 | 34 | Total 54 | 4-37 Non throw/Super | ||||||||||
214S Attack | Barrier (Attack) | 0, 1500 | U3+ | Throw |
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 | Split Finger Shot | 300×5 | All | 25 | +20 ~ +24 | +23 | |||||||||
Assist B | Spiral Heel Shot | 30 | +45 | +45 | |||||||||||
Assist C | Spirit Sword | 45 [20] | +20 |
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 | Spirit Excalibur | 200×4, 2300 | UDV | All | 10+4 | -20 | |||||||||
j.236L+M | Omega Finishing Blow | 1000, 1100 [1500] | UDV | All | 10+9 | ||||||||||
214L+M | Final Kamehameha | 220×19, 360 | UDV | All | 9+3 | -33 | |||||||||
j.214L+M | Air Final Kamehameha | 220×19, 360 | UDV | All | 9+3 | Till L | |||||||||
214L+M > X | Final Kamehameha Follow-up | 300, 1200 |
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L | 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S, 2S, 6S | DR, Jump[-], Sp |
5LL | 5LLL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S, 2S, 6S | Jump[-], Sp |
5LLL | - | - | - | - | Sp |
2L | 5L | 5M, 2M, 6M | 5H, 2H | 5S, 2S, 6S | Sp |
5M | 2L | 2M, 6M | 5H, 2H | 5S, 2S, 6S | Jump[-], Sp |
2M | 2L | 5M, 6M | 5H, 2H | 5S, 2S, 6S | Sp |
6M | - | - | - | - | - |
5H | - | - | 2H | 5S, 2S, 6S | Sp |
2H | - | - | - | - | Sp |
5S | - | - | 5H, 2H | 2S | Sp |
2S | - | - | 5H, 2H | - | Sp |
6S | - | - | 5H, 2H | 2S | Sp |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
j.L[2] | 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 can only cancel into normals, DR and jump on the last hit. In Sparking, gains the ability to jump cancel on each hit
- X = X is available on hit or block
- X[-] = X is only available on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used # times per string (Default is 1)
- X[Y] = X can't be used 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

To edit frame data, edit values in DBFZ/SSB Vegito/Data.