DBFZ/SS Vegeta/Frame Data

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System Data


Normal Attacks

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
5LL 700 All 10 4 14 -2
5LLL 700 / 1000 U3+ All 12 3 21 -5
5M 700 All 9 6 16 -6
5H 850 U1 All 14 6 18 -8
5S 250×8 All 13 [1(9)] *8 24 -4 [+3]
2L 400 Low 7 3 13 -4
2M 700 Low 10 4 18 -6
6M 850 High 24 6 10 0
2H 850 U1+ All 13 3 30 -17
j.L 400 High 6 3 13 -4
j.M 700 High 10 5 13 0
j.H 850 / 1000 D1+ High 13 6 22 -12 10
j.S 250×5 All 12 [1(9)] *5 23 -3 20
j.2H 850 U1+ All 12 3 12 +3 15


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
j.2L Interceptor Kick 900 All 17 Until Landing 13 0* 13 Ground Bounce Soft KD
236L L Super Dash Kick 900 All 11 6 26 -4 22
236M M Super Dash Kick 300×2, 500 U1+ All 11 4(10)4(11)8 17 -9 to -2 15
236H H Super Dash Kick 1000 U1+ All 11 12 23 -19 to -8 15
j.236L Air L Super Dash Kick 900 All 10 6 26 -5 21
j.236M Air M Super Dash Kick 300×2, 500 U1+ All 11 4(10)4(11)8 27 -19 to -12 15
j.236H Air H Super Dash Kick 1000 U1+ All 10 12 15 -11 to 0 15
214L L Crushing Knee Kick 900 All 9 9 31 -18 to -28 1- 13
214M M Crushing Knee Kick 800,300 D1 All 16 12 30 -17 to -30 Full 1-19 13
214H H Crushing Knee Kick 800,100×5,300 D1 All 9 22 37 -24 to -47 Full 1-11 13
j.214L Air L Crushing Knee Kick 900 All 9 9 27 -14 to -24 Head 1- 13
j.214M Air M Crushing Knee Kick 800,300 D1 All 12 12 33 -20 to -30 Full 1-15 13
j.214H Air H Crushing Knee Kick 800,100×5,300 D1 All 9 12 27 -14 to -27 Full 1-11 13
236S Consecutive Energy Blast 100×16 All 18 1(5)*15, 1 26 -4 22
j.236S Air Consecutive Energy Blast 100×16 All 16 1(5), 1(4)1(5)*7, 1 21 +1 22


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 Consecutive Energy Blast 130×8 All 38 [1(4)]*8 69 +46 to +53 +46 to +53 Launch 57
Assist B Super Dash Kick 800 All 20 6 Total 82~116 +31 31 Launch 45
Assist C Crushing Knee Kick 180×6, 400 All 41 [21] 22 Total 126~177 +18 to +24 36-? Full 6f per hit Launch 93


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
236LM Big Bang Attack 2200 UDV All 9+4 1 57 -27 9-21 All 30
j.236LM Air Big Bang Attack 2200 UDV All 9+4 1 56 -26 9-21 All 30
214LM Final Flash 220×20 UDV All 12+3 85 50 -34 [+42] 1-28 All 16
j.214LM Air Final Flash 220×20 UDV All 12+3 85 Until Landing -34 [+?] 1-28 All 16


Z Combo Table

Ground Z Combo
L M H S Cancel
5L 4LL[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S (1-8) - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S (1-5) - - - - Sp
  • j.LL acts like j.M with better reach and only comes out on air-to-air hit on the point character.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available 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

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