DBFZ/Kefla

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Overview[edit]
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Overview

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.
Playstyle
DBFZ Kefla Icon.png Kefla is a rushdown character that flourishes in scrambles with a frightening ground game.
Pros Cons
  • Pressure: Several scary tools at her disposal along with multi-hitting moves and great framedata. Can easily anti-reflect and punish Guard Cancel attempts.
  • Gigantic Ray: A strong oki tool that either gives a grimy 50/50 or forces a reflect mind game of which Kefla will almost always win. Also helps rack up damage in combos to help secure a kill.
  • Mixup: 214S gives instant left-rights with assists, 6H is a standing overhead, and a low 2L enabling high/lows. Kefla has everything you need.
  • Versatile: Competes with Vegeta for the 2nd best 5S in the game, but has plenty other great projectiles and defensive options too, letting her swap between rushdown and zoning when necessary and even escape pressure.
  • Aerial Game: Is forced to play defensively as her special moves aren't air-ok, despite decent air buttons.
  • Damage: Kefla's damage is only average without meter or j.H>5L rejumps.
  • Whiff Punish: 5LL and 5M are great buttons, but their long multi-hitting active frames make them very easy to punish on whiff.
  • Post-Super Okizeme: Gigantic Burst has longer than average startup and doesn't enable very good okizeme unless Kefla wants to spend even more meter.

Normal Moves[edit]

5L[edit]

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 - - -3 -
5LL 180*4 All - 11 - - -5 -
5LLL 1000 All U3+ 13 - +5L +12 (-5 on landing) -

[edit]

  • 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.

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

6M[edit]

6H[edit]

Double Hammer

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Super Cannonball[edit]

236L/M/H

Ain't nobody that can stop me![edit]

214L/M/H

Gigantic Breaker[edit]

236S (Air OK)

Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground Uncharged 30*4, 150, 1100 All D1 14 - - -3 -
Ground Charged 30*5~12, 1300 All - 14 - - -3 -
Air Uncharged 30*4, 150, 1100 All D1 14 - +5L - -
Air Charged 30*5~12, 1300 All - 14 - +5L - -

[edit]

  • 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![edit]

214S (Air OK)

Z Assists[edit]

Assist A[edit]

Super Cannonball

Assist B[edit]

Mighty Kick

Assist C[edit]

Gigantic Breaker

Super Moves[edit]

Ultra Cannonball[edit]

236L+M (Air OK)

Gigantic Ray[edit]

236H+S

Gigantic Chaser[edit]

j.236H+S

Gigantic Burst[edit]

214L+M or 214H+S

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Kefla/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.