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* Slides forward and does | * Slides forward and does 236S. | ||
* There's a gap between charge > projectile. | * There's a gap between charge > projectile. | ||
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD. | * On hit, teleports behind the opponent and knocks them down into a ground bounce SKD. |
Revision as of 05:49, 9 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Kefla | |
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Play-style | Rushdown, Mix-up |
Team Role | Point |
Overview
"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, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct. |
Playstyle
Pros
Cons
- Blockstrings: Great frame data with almost all special moves being safe on block, as well as having solid high/low with an extendable overhead and 3 lows.
- Anti Reflect: Many of her normals move far distances and hit multiple times, giving ample time to hit-confirm.
- Gigantic Ray: Enables Kelfa's mix-up game to shine, and is extremely strong when blocked in the air.
- Teleport: 214S is a command dash that crosses up, leads to instant left/right mix-ups with assists, and can also serve as an escape.
- Zoning: Many zoning tools like ki blasts, beam projectile Super Cannonball, and psuedo-shield Gigantic Breaker.
- Aerial Game: Almost zero air presence as most of her special moves aren't air-ok, despite decent air buttons.
- Left/Right: Cross-ups can be difficult to set up due to the nature of her air attacks.
- Vs. Guard Cancel: Her pressure tool, Gigantic Ray, is guard cancellable.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6H
6H Double Hammer |
Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Super Cannonball
Super Cannonball 236L/M/H |
Template:AttackDataHeader-DBFZ |
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Ain't nobody that can stop me!
Ain't nobody that can stop me! 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Gigantic Breaker
Gigantic Breaker 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Time to test this power out!
Time to test this power out! 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Super Cannonball Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Mighty Kick Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Gigantic Breaker Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Ultra Cannonball
Ultra Cannonball 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Gigantic Ray
Gigantic Ray 236H+S |
Template:AttackDataHeader-DBFZ |
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Gigantic Chaser
Gigantic Chaser j.236H+S |
Template:AttackDataHeader-DBFZ |
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Gigantic Burst
Gigantic Burst 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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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.