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Kefla is a powerful ground-based rushdown character with an emphasis on winning chaotic scrambles with her strong frame data and variety of suppressive moves. Kefla's mobility on the ground is very strong thanks to her teleport which both crosses up and can be used for left/right mixups with assists, as well as her variety of useful moves like 3 lows and a long overhead. She's also able to keep up the pressure against her, with an excellent suite of powerful zoning tools like ki blasts and beams. She even takes a page from Piccolo and steals his Hellzone Grenade move; Gigantic Ray is a very powerful oki tool of which at worst, sets up a reflect mindgame of which Kefla is strong in, and at best gives Kefla a 50/50. However, it's guard cancellable in blockstrings, so it is highly advised you don't use it there without the proper assists. Kefla's bane is the air-game, as her air normals are only good and she loses access to her most powerful tools, putting her in a more defensive situation. Although still competent, it's best Kefla keeps her feet on the ground. If you like strong rushdown and overwhelming people with powerful pressure tools, look no further than Kefla.
|"This power just keeps comin' and comin'! Damn, it feels good to be a Saiyan!"|
|Lore:||Kale and Caulifla are a pair of Saiyan women from Universe 6. Caulfila is an extremely powerful Saiyan prodigy (who unlocked Super Saiyan and Super Saiyan 2 in the same week) who runs a gang on Planet Sadala. Kale is a very passive, shy Saiyan girl, who unlocked her own form of Super Saiyan in a similar style to that of Broly. During the Tournament of Power, they performed a Potara Fusion to become Kefla, the most powerful Saiyan from their Universe. With Kale's legendary power and Caulifla's cunning wits, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct.|
|Kefla is a rushdown character that flourishes in scrambles with a frightening ground game.|
- 5L slides forward, 4LL doesn't.
- Good frame advantage.
- On hit, 5LL forces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect.
Multi-hitting, large hitbox kicks that lock the opponent in place on hit for a very easy followup. All-around excellent normal.
- 5LLL always whiffs against crouching characters, even if they're visually standing.
- Recovers in midair.
- Has 5f of landing recovery on block, 7f on whiff or hit.
- Jails into Vanish.
- 5LLL > j.214S is -6 on block.
If you somehow make them block this, the 5f of landing recovery is still in the way of high-low mixs.
- Multiple hits, lower than average damage. Does 666 damage raw, so you know this normal is going to be cursed.
- All hits are jump cancellable on hit
- Goes just over halfscreen
5L > 5M or 2L > 5M on reflect will put Kefla right back in their face, forcing them to block or gamble a second reflect.
- Smash hit wall splats, combos into SD.
- Tall hitbox, making it good for corner combos.
- Kefla can perform the rejump combo, it's much like Bardock's but harder.
Kefla was blessed with a 5H that is better than most other characters. Besides the points mentioned above, it also travels far enough forward to catch reflect and cancels into 214X, which hit low and also beat reflect. It should be mentioned again that this move is great for corner combos, as 2M > delay 5M > 5H is very consistent and highly damaging compared to other characters.
- Hold or mash S to shoot all 6 Ki Blasts.
- One of the fastest Ki Blasts in the game at 11 frames.
Kefla's Ki Blast is the same speed as Teen Gohan's, but she can fire off two more Ki Blasts than he can.
- Short low.
Kefla's fastest low normal. Decent frame advantage, so also good for pressure.
- Rather short, but fast sweep.
- Smash hit combos into SD.
- Puts her airborne. If cancelled early, stays grounded.
Can oddly be used in pressure thanks to ground cancels. Very easy to make safe for this reason as well, and it's easy to catch people off-guard with 214L or 214M.
- Universal overhead.
Faster than 6H by 3 frames, although unlike 6H you can't combo off of it without assists.
- Extendable overhead thanks to its gatling options and high hitstun.
- Versatile combo filler after assists, 6H > 5H > 214M does a ton of damage.
- Scales poorly.
The mixup tool. Midscreen you're going to want to cancel this into 2H and hitconfirm SD or 214L from there, but in the corner you should route immediately into 214M for max damage.
- A high jab with some range.
- Very easy to snipe superdashes with.
- Very active with good range.
- Basically Bardocks j.M.
- Very low knockback, some basic combos don't work as a result.
This is your primary air combo filler thanks to j.H's massive hitbox.
- 5LLLLLLL Smash hit can wall bounce.
- j.H Smash hit causes SKD.
- Hold or mash S to shoot all 4 Ki blasts.
- Stops all air momentum.
- Really mean crossup tool.
- Push Kefla forward, keeps some momentum.
- Beam property projectile.
- Jails into Vanish
- 236L throws a projectile forward.
- 236M throws it angled upward.
- 236H throws 2 projectiles forward.
- Is +4 on block, meaning the opponent can't backdash out of 5L.
- On hit, can link into SD even from midscreen, or into air normals in the corner.
Ain't nobody that can stop me!
- 214L goes halfscreen forward
Basic blockstring ender.
- 214M goes 75% of the screen.
- Smash hit can wall splat, has enough frame adv to link into 5H in the corner.
Corner combo starter.
- 214H variant goes 80% of the screen and can go fullscreen if you buffer a microsash before doing it.
- Smash hit wall splats really high up, forces a soft knockdown.
- Absolutely terrifying.
Extremely fast, low hitting lariat that confirms into combos no matter where it hits. A staple of Kefla's ground game.
236S (Air OK)
- Kefla stands still to charge her attack, then dashes forward 80% of the screen and throw a beam projectile.
- Smash on the dash. Smash hit causes SKD.
- Projectile guard point from frame 4 to when she throws her projectile.
- Holding S will extend the first part, but lose the dash.
- Projectile jails into Vanish, but there's a gap between charge > dash and charge > projectile.
- Grounded Smash version can combo into 236H+S.
- j.LL(2) > j.236S is Kefla's anywhere sliding knockdown. Can combo into any Super afterward beside Gigantic Ray.
Time to test this power out!
214S (Air OK)
- Dashes forward, tracks horizontally and always sides switches.
- Has a minimum distance she has to travel. At close range, the dash will leave her slightly away from the opponent, at far range she'll stay right behind them.
- Fully invincible from frame 4.
Allows her to sneak past beams, or other things that may be annoying for her to deal with.
- j.214S dashes diagonally downward, can also steal the corner like the grounded version.
- Fully invincible from frame 4.
- Stands still and does 236L.
A great assist. It's fast, has almost a second of hitstun, isn't too bad on block, and has beam properties allowing it to smack superdash and Ki Blasts. Good for neutral and combos, although her B assist has it beat in the blockstun department.
- Slides forward and does 5LL.
- On ground hit, the opponent is kept grounded. On air hit, they are sent away slightly.
Incredibly good blockstun, but slow with not that much range. It's hard to use in neutral as a result, and even using it in combos can be a bit tricky. Still, it's very good for jailing opponents and keeping them guessing due to it's high blockstun, and it's reward on hit isn't awful either.
- Slides forward and does 236S.
- There's a gap between charge > projectile.
- On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
236L+M (Air OK)
- Shoots 6 projectiles forward.
- Air version tracks the opponent vertically.
- Minimum Damage: 139*6 (834)
Can be hard to get all the hits off, so it's hard to get the best damage out of this since the opponent may fall out a bit early be hit by only one set of the projectiles. On SKD, all of the projectiles will connect, however.
- Hellzone Grenade-style Super: slow startup, very plus on hit or block, no post-Super scaling, low minimum damage, disappears on DHC, cannot be SD'd through, cannot GC Reflect or SD.
- +50 on block.
- Can be combo'd from essentially every ground Smash: 5H, 2H, 214H, 236S, and also 236H.
- Will true blockstring from 5H with an assist with 24 or more frames of blockstun.
On hit, allows Kefla to get some decent damage since it can be followed up with her air super, or even her level 3.
- Kefla's DHC Super.
- Tracks the opponent anywhere on screen, then dives straight down.
- Launches, the opponent can tech before they touch the ground.
- Minimum Damage: 765.
214L+M or 214H+S
- Minimum Damage: 1668.
- Full-screen, frame 1 invincible Super.
- Autocorrects on hit.
- Value in [ ] is when the opponent is in any hitstun.
- +44 on hit.
Being full-screen, punishes the opponent for almost anything they do, even if they vanish. Has somewhat slower startup than other level 3s do.
Distance and overall okizeme she gets from this allows for a dash jump safejump (669 > j.H).
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