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 and 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 ("Ke-" from "Keru", the Japanese pronunciation of "Kale", and "-fla" from Caulifla), the most powerful Saiyan from their Universe. With Kale's legendary power and Caulifla's cunning, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct.
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 and 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, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct. (Name trivia: Kale comes from English "Kale", and Caulfila comes from English "Cauliflower". The Fusion name takes "Ke-" from "Keru", the Japanese pronunciation of "Kale", and "-fla" from Caulifla.)
===Strengths/Weaknesses===
===Strengths/Weaknesses===
Revision as of 16:39, 3 March 2020
Kefla
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
???
Team Role
???
Overview
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 and 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, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct. (Name trivia: Kale comes from English "Kale", and Caulfila comes from English "Cauliflower". The Fusion name takes "Ke-" from "Keru", the Japanese pronunciation of "Kale", and "-fla" from Caulifla.)
Strengths/Weaknesses
Strengths
Weaknesses
Great frame data with almost all of her special moves being safe on block, allowing her to keep the pressure on the opponent with assists very easily. It can be hard to reflect Kefla due to the speed of some of these moves as well, giving her an even bigger edge.
Gigantic Ray (236HS) is a very strong tool, given that it's +50 on block and allows Kefla to get some decent damage on hit, especially with her followup air super.
Frame 4 invincible command dash that puts her right behind the opponent, allowing her to sneak around beams or other things that may be annoying for her to really deal with.
Full screen level 3 that punishes the opponent for almost anything they do - even if they vanish, they still get hit by it.
Has extreme mixup potential when she has access to assists and is very tricky to defend against. Has access to several lows and 6H is a relatively fast overhead.
Pride saiyan.
Is a waifu.
Has meat grinding abs.
No air specials outside of 236S and her command dash means that her air game can be somewhat weak, which can be a bit of a problem.
Level 3 has somewhat slower startup than other level 3s do, meaning that it can be easily baited out by a single ki blast or similar if you're getting too trigger happy with it full screen.
Without assists, Kefla's mixup game and blockstrings aren't nearly as potent.
Looks like a yoga instructor that went out of style in the 80s
Whiff cancelable into Super Dash starting from frame 43 Enters 30F of recovery after the ball makes contact, cancelable into Super Dash starting from frame 14 of recovery
Throws a projectile forward.
M
236MM Super Cannonballspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900
All
16
-
Total 50
+2
-
-
-
-
12%
-
-
-
-
Whiff cancelable into Super Dash starting from frame 20 Enters 23F of recovery after the ball makes contact If the ball makes contact before frame 20, still cancelable into Super Dash starting from frame 20
Throws it angled upward.
H
236HH Super Cannonballspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900×2
All
28
-
Total 65
+4
-
-
-
-
-50%
-
-
-
-
Whiff cancelable into Super Dash starting from frame 46
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.
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.
Air
j.214SAir Time to test this power out!special
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
-
-
Until L+?
-
-
-
-
-
-
-
-
-
-
Dashes diagonally downward, can also steal the corner like the grounded version.
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.
Can be hard to get all the hits of, 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.
Can be combo'd from essentially every ground Smash: 5H, 2H, 236H (not a Smash move), 214H, 236S.
True blockstring from 5H with an assist with 24 or more frames of blockstun.
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.