DBFZ/Vegeta/Frame Data: Difference between revisions

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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"| Super Dash Kick
! colspan=16 style="background: white;"| Super Dash Kick
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{{AttackVersion|name=236L|subtitle=}}
{{AttackVersion|name=236L|subtitle=}}
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{{#lsth:DBFZ/Vegeta/Data|j.236H Full}}
{{#lsth:DBFZ/Vegeta/Data|j.236H Full}}
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! colspan=14 style="background: white;"| Deadly Knee Drop
! colspan=16 style="background: white;"| Deadly Knee Drop
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{{AttackVersion|name=214L|subtitle=}}
{{AttackVersion|name=214L|subtitle=}}
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{{#lsth:DBFZ/Vegeta/Data|j.214H Full}}
{{#lsth:DBFZ/Vegeta/Data|j.214H Full}}
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! colspan=14 style="background: white;"| Energy Cutter
! colspan=16 style="background: white;"| Energy Cutter
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{{AttackVersion|name=236S|subtitle=}}
{{AttackVersion|name=236S|subtitle=}}
{{#lsth:DBFZ/Vegeta/Data|236S Full}}
{{#lsth:DBFZ/Vegeta/Data|236S Full}}
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! colspan=14 style="background: white;"| I have no use for Saiyans that can't move
! colspan=16 style="background: white;"| I have no use for Saiyans that can't move
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{{AttackVersion|name=214S|subtitle=}}
{{AttackVersion|name=214S|subtitle=}}
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
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! colspan=14 style="background: white;"| Energy Cutter
! colspan=16 style="background: white;"| Energy Cutter
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{{AttackVersion|name=A1/A2|subtitle=}}
{{AttackVersion|name=A1/A2|subtitle=}}
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! colspan=14 style="background: white;"| Galick Gun
! colspan=16 style="background: white;"| Galick Gun
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{{AttackVersion|name=236LM or 236HS|subtitle=}}
{{AttackVersion|name=236LM or 236HS|subtitle=}}
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{{#lsth:DBFZ/Vegeta/Data|j.236HS Full}}
{{#lsth:DBFZ/Vegeta/Data|j.236HS Full}}
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! colspan=14 style="background: white;"| Galaxy Breaker
! colspan=16 style="background: white;"| Galaxy Breaker
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{{AttackVersion|name=214LM or 214HS|subtitle=}}
{{AttackVersion|name=214LM or 214HS|subtitle=}}
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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Vegeta]]
[[Category:Vegeta]]

Revision as of 17:31, 7 April 2019

System Data


Normal Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL
2L
5M
2M
6M
5H
2H
5S
2S
j.L
j.M
j.H
j.2H
j.S
j.2S

Special Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Super Dash Kick
236L
236M
236H
j.236L
j.236M
j.236H
Deadly Knee Drop
214L
214M
214H
j.214L
j.214M
j.214H
Energy Cutter
236S
I have no use for Saiyans that can't move
214S

Assist Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Energy Cutter
A1/A2

Super Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Galick Gun
236LM or 236HS
j.236LM or j.236HS
Galaxy Breaker
214LM or 214HS

Sources

Navigation

To edit frame data, edit values in DBFZ/Vegeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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